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Realms of Arkania
Realms of Arkania
User's Guide
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Realms of Arkania - 1
Installation
Installing the programs from the CD
This CD contains a Master Installer program that provides an easy and convenient way to
install the programs on the CD. Follow these instructions to use the Master Installer.
1)
Insert the program CD into the CD-ROM drive.
2)
From the Windows Program Manager, click once in the File menu option to display
the File menu and select Run.
3)
In the Run dialog box, type D:\INSTLL.EXE (note the spelling, no “A”), and press
Enter. If your CD-ROM drive letter is not D, substitute accordingly.
4)
The Master Installer main screen is displayed and you are presented with a list of
products to choose from. Make your selections from the list and click on Install to
continue. Master Installer will launch the individual installers for each of the products
selected, and return to the Master Installer screen. Follow the on-screen instructions
to complete the installation for each program. Please note that some installations
may restart your Windows session. If you encounter problems installing several
programs at once, quit the Master Installer program, and restart it. Install one program
at a time.
The On-Line User’s Guide
Documentation for these products have been provided in an on-line format, along with a
Viewer utility. To view the manual, you must first install the Viewer program from the CD.
To do this, follow the instructions in the above section. The last option shown in the Master
Installer list box installs the Viewer program to your hard drive. Please note that this installation
restarts your Windows session.
After the installation is complete, run the Viewer program and from the Open File Dialog
box, select the file called MANUAL.PDF which is located in the MANUALS directory of
the program CD (e.g. D:\MANUALS\MANUAL.PDF). The Viewer also contains a full
and comprehensive help system to assist you in learning how to use the documentation.
Imagination Network
Welcome to ImagiNation™, the premier interactive on-line entertainment service. With
your purchase of this Platinum title, you are entitled to five free hours of fun, fantasy and
friendship in our exciting gaming environment. For installation, perform steps 1 to 3 above,
and select the Imagination Network option. For more information, please contact the
ImagiNation™ Network at 1-800-IMAGIN-1.
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Realms of Arkania - 2
Blade of Destiny
Installation
For the Installation, please refer to the section
Installing the program from the CD
at the
start of this manual.
For DOS Users
1)
Insert the CD into the CD-ROM drive.
2)
At the DOS prompt type D:\install.exe (where D is the letter of your CD-ROM
drive).
3)
Follow the screen instructions to complete the installation of the program.
4)
To run the program do the following:
•
At the DOS prompt type C:\, where C is the letter of the drive to which the
program was installed, and then press ENTER.
•
Type CD\BLADE and then type BLADE to execute the program.
Systems Requirememts
•
386SX/16MHz or better
•
640K RAM
•
CD-ROM Drive
•
MS DOS 5.0 or later
•
Mouse
•
VGA
•
Sound Blaster or Compatible
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Introduction
Geography of Arkania
The region of Arkania is one of the smaller lands of Ethra, a primitive world, and a land
which most Arkanians suppose to be flat. Although in the past years the hypothesis
arose that Ethra was a sphere, none ever managed to prove it. Even today, no Arkanian
has succeeded in crossing the world.
To the east, the Arkanian continent is limited by the “Iron Sword,” an almost invincible
mountain range that rises to more than 30,000 feet. To the west is the “Sea of Seven
Winds,” a treacherous ocean unnavigable by Arkania’s meager flotilla. Beyond this lies
a legendary continent, the “Golden Land.” Whether the world ends with the Golden
Land is beyond the knowledge of Arkania geographers.
To the north of Arkania—provided it is not covered in ice—are both deep wood, and
long, treeless plains. Settlements are rarely found here, but those that do remain belong
to the Nivese, groups of steppe nomads, following the trail of the huge Karen herds
through its plains.
To the northwest, there is Orcland, highlands enclosed by many mountain range and
aptly littered with numerous Orc tribes. Relentlessly, the multiple tribe engage one
another in bloody feuds for hunting grounds, pasturages or servant.
Sporadically, the tribes will join together, and, as one massive unit, they will force their
way south. And so it is again ... as these lines are written, the people of Arkania are
witness to another Orcish raid, one of the most horrible in recorded history. The dark-
furred hordes, full of blood-lust, have left unspeakable devastation in their wake. But
what’s more, they have reached the gates of the imperial city, Gareth.
To the far west of Orcland is Thorwall the empire of a race of pugnacious and rapacious
seafarers. With their light, single-masted ships, locally referred to as “ottas,” the
Thorwalians travel the coasts of Arkania in search of new goods and traders. Finding
small, unfortified harbors, the Thorwalians are quick to raid, yet the red-haired giants
will attempt trading should they meet with any resistance from the harbor’s citizens.
Beyond Arkania’s northeastern comer is Borland, a densely wooded area which, like
Arkania’s eastern side, ends abruptly where it meets the Iron Sword Mountains. Borland
is well-known for its harsh winters and poor, but hard-working, farming communities
who make life sorrowless for their barons, counts and princes. Festum, the land’s capital
and residence of the noble’s marshal, is known to be one of the most gorgeous and
pleasuring harbor towns in all Arkania.
South of Borland’s forests are the Red and Black Sickle Mountains. Though not as
treacherous or steep as the Iron Sword, the mountains are infested with goblins and
rarely traveled. Between the two ranges is the Middle Reich, a zone of moderate climate.
Many settlements and clearings dot its hills and a smattering of roads connect the
communities to one another. Gareth, Arkania’s largest town with approximately 120,000
citizens, is Middle Reich’s capital, and serves as the nerve center of the area. On the
outskirts of the Middle Reich, dense forests grow and meet with those of the Sickle
Mountains. According to the dwellers, Dwarves inhabit these woods, making travel
through their realm foolish at best.
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An island province of the Middle Reich, Maraskan, lies to the east of the Arkanian
continent in the Sea of Pearls and is rich with mountainous, wooded beauty. It is normally
a quiet land where conflict seldom occurs. The rest of Arkania often makes jokes about
the status of supplies in this area, knowing full well that nothing much else is worth the
words. Its people, secreted and of their own, are now seeking independence from the
powers of the Middle Reich. Their goal of freedom, some say, is not so far off.
South of the Middle Reich lies the desert Khom, home of the Novadis, a proud race of
desert nomads. The desert is met by the Etem and High Etern Mountains to its west,
slopes which shield the Khom from the rain clouds that drift west with the winds toward
the “Lovely Field.”
A rich and fertile land, Lovely Field is bright with the seasons’ blooms, and is home to
numerous Arkanian residents, most of which live in Vinsault, the capital city. Other
towns in Lovely Field, including Grangor, Kuslik, Belhanka and Silas, are said to be the
most fertile lands in all of Arkania. Naturally, most of Lovely Field’s residents farm by
trade, and their settlements flourish with an abundance off good and grains. Most of the
villages in Lovely Field are well fortified to protect their bounty from the endless raids
drawn by its wealth. From its eastern side, the Novadi tribes attack the province again
and again, while the coasts are plagued by the Thorwalian ottas.
Southwest of the Etern Mountains, Arkania’s tropical area begins. The land is marked
by the high peaks of the Rain Mountains, whose tips jut above the dense jungle.
Aborigines and settlers from northern Arkania populate the area, but remain apart as
much as possible. Generally, only trading brings them together. The Arkanian settlements
decorate the shoreline and support flourishing trade. On the other hand, the aborigines,
called “Moha, “ live deep within the jungle in small villages secured on stilts high
above the jungle’s sometimes dangerous floor. They are experts in herbs, poisons, tinctures
and animal preparations, and are sought after by alchemists throughout Arkania.
In the southern territories of Arkania, slavery is wide spread. In many houses, it is
impressive to have a real “Woodsman” as a servant or maid. Al’Anfa, the city state at
the southern end of the east coast, is the center of slavery commerce and long ago earned
the nickname “Town of Red Gold.” It has, however, drawn another name, “Plague Spot
of the South,” from those opposed to slavery. The most prominent adversary of Al’Anfa
and its policies is the small kingdom of Trahelia. Located on the south coast of Arkania,
Trahelia recently fought for and was granted its independence from the Middle Reich.
The southwestern point of the Arkanian continent leads to an archipelago whose largest
islands, Token, Iltoken and Benbukkula, are highly respected as suppliers of various
spices.
Arkania itself measures up to 3,000 miles from its very north to the jungles at its southern
tip - not a very long distance for a continent it may seem, but it would take an Arkanian
at least three months of constant traveling to cross it. Only a very few men and women
would relish the idea of such a daring journey ... traversing wide areas without hope of
seeing another human face for months on end, crossing hostile lands overrun by Orcs
and Ogres, surviving the imminent danger of such encounters, perhaps only to fall prey
to simple, wild animals.
It is into this world that your party arrives.
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Politics and History
A democratic state is no climate for dragons, orcs and goblins to thrive. Instead, there
are rulers, people who wear crowns and are called princes, emperors, queens, kings and
counts. The most common type of government in Arkania is monarchy, but Arkanian
rulers are by no means comparable to Kings from fairy tales who do little but stroke
their beards and fear for the destiny of their disappeared daughters.
The state of Arkania is much like Earth’s early renaissance period. just as rulers on
Earth behaved during this time, so too do the monarchs of Arkania; they use any means
and methods offered ... diplomacy, corruption, war and intrigue. Still, the well-being of
their people and their empire reigns above all, and nearly all are divinely honored by
their citizens.
Among the states and their monarchs, however, Middle Reich and Lovely Fielare are
considered the most important. Both are now reigned by a single empress,
Amene III, who has less than a year’s experience in the monarchy, the original emperor
of Middle Reich, Hal 1, disappeared under mysterious circumstances a short time ago,
and Amene III assumed his rule. Both states are organized in a classic feudal system.
As your characters enter into this political system, their position in society depends
upon their origins. A noble warrior or knight will likely hold the honor of his or her
emperor highly. A rogue raised in the gutters of Gareth, on the other hand, be more
interested in collecting ducats than respect. A magician might wish to serve Arkanian
sciences, while an ernstwhile elf may leave home early to explore his world. A social
career is open to any of these individuals; each will recognized for their deeds in time,
and emperors might grant them a reward, medal, knighthood or even a small barony.
Mythology
Mythology of the gods
No matter how mighty some Arkanian monarchs are, they are not the real guides of
history, the world or the people. A multitude of gods hold this power. The deities draw
their might from the faith of those who worship them, but are simple visions or created
images. They are, rather, very real and powerful creatures who present themselves to
their believers, perform miracles and intervene in the events of the world. The most
accepted belief in Arkania is in the Twelve Divines. They are:
Praios
Sun, Might and Rule
Effered
Rain, Sea and Voyage
Boron
Sleep and Death
Firun
Hunting and Winter
Phex
Trade and Band of Thieves
Ingerimm
Fire, Skill of Iron Work
Rondra
War, Lightning and Thunder
Travia
Hospitality and Marriage
Hesinde
Arts, Science and Magic
Tsa
Renewal and Youth
Peraine
Seeding and Healing
Rahja
Love, Ecstasy and Wine
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These gods are worshipped in Borland, Middle Reich, Lovely Field and many other
regions of the continent. Even the months of the Arkanian calender named after them.
Of the other gods, there is Rastullah, worshipped by the dessert people, Novadi, and the
Divine Twins, Rur and Gror, worshipped by the citizens of Maraskan.
Between all these gods, which are complemented by an assortment of demi-gods, there
is occasionally a dispute or serious fight, but all have one common enemy —The God
Without a Name. Even this one, epitome of evil and depravity that he maybe, has lured
a number of worshippers in Arkania, bribing them with riches and power other gods do
not willingly give.
Temples are found in nearly every Arkanian village, and offer your character respite
from his or her adventure. Your characters will develop a following for one god or
another, and will be guided in the god’s way. However, gods, virtuous as they are, will
not turn away those who worship any one of the Twelve.
Gerbod’s Diary
Gerbod of Harben—Diary Excerpts
Arrived here late yesterday evening aboard the Storm Swallow, apparently the last ship
going to Thorwal before winter. The harbor was full of vessels from all comers of the
world, but the most common were the dragon ships (or ottas, as they appear to be called
around here). Many of them seemed to originate in Thorwal, Prem and Olport judging
by some of the flags they were flying.
It didn’t take long to find that the inns were full up to the last bale of straw so I took
shelter in the Temple of Travia, obviously a place of worship to the Arkanian deity of
the same name. A house to our Mistress Rondra would have been more to my liking, not
that l could find fault with the hospitality of the people here. The temple wasn’t the
most spacious, so I did what I could to stash my few belongings in a corner. Not having
an abundance of gear, just my trusty sword and a few writing implements, it didn’t take
long before I was comfortably wrapped in blankets.
A group of adventurers soon arrived and settled themselves down very near to my corner.
They seemed a remarkable sort of group whose minds were not on continuous prayer,
judging by the conversations I could overhear. As if sensing my interest, they were kind
enough to invite me over to join into their conversation.
Delo, a young mage from Andergast, seemed to have just finished his studies. Swanja,
a sailor maid from Prem seems to possess enormous strength; in the course of her story
telling, she easily hefted up an axe that my fighting instructor Alrik would have been
hard pressed to lift! Gurbosch, Son of Gradobar of the Little People, left his spot only
long enough to refill his tankard with stout from a seemingly endless supply in his
backpacks. He constantly hummed a bawdy miner’s tune, stopping only when his tankard
met his lips. Rhenaya, obviously another magician of some kind, spent much of her time
sorting her little bags of aromatic fresh herbs. Finally there was Erinnila, an elf woman
of such unreal beauty that I could hardly believe my eyes. Through not much for words,
she occasionally responded to Gurbosch’s incessant humming with little more than an
upturned eyebrow.
It didn’t take long to learn that they too were strangers, and so it seemed natural that we
explore the town together tomorrow.
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Thorwal, 24th day of Travia
The night of talking didn’t stop us from leaving the temple at dawn. A tremendous
crowd was gathered in the square just outside the temple in spite of the early morning
hour. Seems that a daily market is held here and it’s quite possible that the early attendees
hoped to beat out the latecomers to the most choice items that the merchants had on
display. There was at least one stall for every type of merchant that you can imagine but
it is said that the quality of the merchandise varies enormously from one day to the next.
At least there is a market here daily though, even in winter, since in some of the
settlements further into the wilderness it may be weeks between visits from a traveling
merchant.
Erinnila found a marvelous lute and we each chipped in a few silver crowns toward its
purchase. We figured that she would earn it back from her first performance in one of
the local taverns. It was quite an experience to watch Gurbosch do his part to haggle the
merchant down. I suspect that the merchant was so dazzled he is only now realizing that
he was paid a third of the asking price.
Feeling quite triumphant with our success in the market, we left to explore the streets of
Thorwal. We found an abundance of outfitters, arms merchants and herbalists not to
mention a number of healers and smiths as well. There were plenty of temples to the
different Arkanian deities, but I couldn’t find one dedicated to our Mistress Rondra. I
made due at Swafnir’s hall to give thanks for our rewarding journey.
Thorwal, 25th day of Travia
A freak accident marred our explorations today. Rhenaya was debating with a herb
merchant about the quality of his whirlweed when a supply cart came barreling around
the corner with such tremendous speed it almost overturned. Thanks be to Rondra for
her quick reflexes! Rhenaya barely saved herself from the cart’s wheels by diving head
first into a potter’s display.Unfortunately, she was left with a number of scratches,
although not nearly as many as suffered by the potter’s wares.
Her wounds were serious enough to make us search out the services of a healer. We
found Noro Mystico in the “Strangers Quarter,” located in the western part of Thorwal
where few locals reside. The look of the place did nothing to inspire our trust, but he
seemed to know his trade. To his credit, Rhenaya is already feeling much better. We
have moved our belongings to an inn called the “Hetman Oremo” near the Temple of
Peraine. We decided that we would be more comfortable here even though it’s somewhat
on the expensive side. But it is clean, and we each have a decent bed to sleep in.
Maybe tomorrow we’ll have the chance to let Erinnila try out her lute in one of the
taverns.
Thorwal, 27th day of Travia
We made it into one of the taverns yesterday, and Erinnila proved to be as much a
success as we thought she would be. I’m thinking of paying a visit of Travia that healer
myself as my head feels as if someone has been pounding on it with a war hammer.
These Thorwalians can drink like fish, only its not water that they toss back. I met two,
Sir Shaun of Crispy, a regal knight of his kingdom and Sir Ian of Metavira, a mere jester
in his. Nonetheless, they travel together bringing unique brews to the taverns where
they stop. They specialize in producing something they call “Fire” and “Premian Brandy,”
both pretty potent brews.
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Swanja was certainly enjoying both of them and she drank the vicious liquid without
even batting an eyelid. I have a hazy recollection of her dragging the rest of us back to
Hetman Oremo. Sir Shaun, meanwhile, spent the night near his horse, and Ian the jester
was found outside his room, still sound asleep, just this morn. Swanja,who happened
upon him, said he was mumbling in coherent things about trees and fruit and his aim
being off. Indeed, Thorwal is a strange town.
Nonetheless, the adventures at the Four Winds last night were well worth this morning’s
pain. A lot of seafaring folk gather there, and the boatswains and sailors tell many hair-
raising tales. I was quite fascinated by the story of the ghost ship rumored to be sailing
the waters around Arkania.
Thorwal, 28th day of Travia
For some reason I can’t get the story of the ghost ship out of my mind. I listened to it
again today, drinking somewhat less Fire in the process, and really believe that it may
be more than just a tall tale. It just doesn’t sound like the tales I’ve heard in every other
tavern. This story has me really curious, and since I’m beginning to feel the urge to
leave town before winter sets in, I believe I’ll go down to the harbor tomorrow and ask
around.
Thorwal, 29th day of Travia
I was able to find out quite a lot today. There is a cutter leaving for Varnhome tomorrow.
We’ll have to wait another day, but I’m sure that the sea, and the ghost ship, will still be
there. Ourbosch was less than thrilled on hearing my plans, but allowed himself to be
convinced by the lure of the treasure that could be waiting for us on that ghost ship. The
harbor master mentioned another ship leaving in three days, but I’m going to push my
companions to be ready to leave tomorrow.
At sea aboard the “Wave of Gold,” 2nd day of Boron
So far the journey to Varnhome has proven to be rather uneventful. We’ve found out a
little bit more about the ghost ship from some of the sailors, but there has been no sign
of the ship itself. They claim it usually sails farther west, across the Seven Winds Ocean.
Well, maybe tomorrow we’ll see the ship’s sails at last.
Varnhome, 3rd day of Boron
Having reached Varnhome, we look back upon a most disappointing journey. Not only
did we not see the ghost ship, but adding insult to injury, the sea was very rough on the
last leg of the passage. Gtirbosch and Delo spent most of the day leaning on the rails.
Talking to the harbor master in Varnhome has revealed that we don’t have any chance of
finding a vessel back toThorwal for at least several days. Since we haven’t really come
across any interesting merchants here, and we’ve pretty much had our fill of taverns for
the time being, we’ve decided to tackle the trek back on foot.
Costal Road, 5th day of Boron
We spent most of yesterday outfitting our group with some basic supplies required for
the journey, and wasted no time in leaving the boring town of Varnhome. Just as we
were leaving the last merchant’s shop, he warned us that the Orcs were getting more
and more daring, and have even sent marauding forays out to the coast. We’ve seen
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none of the blackfurs so far though, but are quite prepared to give them a taste of
Swanja’s axe if they show up.
The marching is proving to be slower than we had anticipated. Our short-legged friend
finds it hard to keep up and Delo just doesn’t seem to have the stamina to push on as we
would like. But the weather is fair and we fully expect to reach Thorwal in a couple of
days.
Costal Road, 6th day of Boron
We finished our first battle moments ago! A group of goblins were harboring a delusion
that they had a chance of defeating us! We lost no time in proving to them the fatal error
of their beliefs!
Their advantage lasted no longer than our first attack as Delo and Erinnila were quick to
let go with a couple of Lightning bolts, helplessly blinding two of the opponents. The
rest of us let our swords speak for us! Swanja and Gurbosch felled their opponents with
two blows, and while it took me a few more than that to dispose of my attacker, he did
not land a single blow against me.
Rhenaya had a close call when her cudgel broke on her first parry, but when the goblin
noticed Erinnila and Delo turning in his direction, he was quick to turn tail and run. The
rest of the cowardly filth took flight seconds after that.
We took a couple minutes to check out their supplies, but true to form they had nothing
worthwhile. Even the food packs seemed contaminated by their filth. None of us
experienced any injuries during the battle, but as we dragged the bodies off the road,
Swanja received a small wound. We set up camp so that we could attend to the wound
immediately. It’s not wise to invite infection. We will continue on our way in the
morning, and do not expect any further attacks this close to Thorwal.
Thorwal, 7th day of Boron
We made it back to town and found sleeping in a comfortable bed quite pleasant after
our days on the road. Before retiring for the night, we were sure to unwind with a night
of carousing at a tavern called the Lost Bit. It was a prosperous evening! We learned
more about the town from the patrons and the tavern keeper than from any others we
have so far met. Tomorrow we’ll have a chance to try out the smiths in town as we still
need to find someone to repair Rhenaya’s cudgel and Swanja’s axe could use some
attention and care. Any decent Thorwalian smith should be able to take care of it though.
Thorwal, 8th day of Boron
I wasn’t surprised to learn that Thorwal offers a warriors’ academy in the southwest
corner of town, but I can’t say that I’m too excited that it’s run by one of the Little
People. Probably all anyone can learn there is how to swing an axe! Gurbosch, of course,
is quite taken with visiting a distant relative, a definition which seems to apply to
anyone of the dwarven race, and is offering our services to help him out, as is typical
among this closely knit race.
It turns out that there are some problems at this academy, at least that’s what our inn
keeper told us this morning. According to rumor, the faculty and students at the “Old
Ungalf,” the local name for the academy, have noticed some thieving on their grounds.
It seems that even though the lower floors are no longer in use and that the entrances to
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these sections have been bricked up, that somehow a band of brigands must have found
access somewhere in the lower tunnels. We’ll find out the true story soon enough.
Thorwal, 9th day of Boron
We visited Master Dramosch at the academy today. Even though access is supposed to
be restricted, the guards at the academy’s gate are rather lax, and all you need to do is
bark at them like you’re supposed to be there. We found out that not only are their
supplies being spirited out from beneath their noses, but one of their students has been
missing for some days now!
Oddly enough, the academy doesn’t seem to possess nearly enough fighting power,
much less magical abilities, to investigate the crime. Turns out they’re all novices here.
Gurbosch, Delo and Swanj a were very taken with the idea of helping out from the start,
but Erinnila and Rhenaya took some convincing. The thought of spending several days
crawling around dark cellars doesn’t appear to be to their liking.
Thorwal, 10th day of Boron
We spent the day stocking up on everything we’re going to need to properly explore the
dungeons of the academy. We went to the supply stores of Mr. Stoerrebrandt-Grassberg
and a dwarven arms merchant known as Grollo Gumbladsson. They are both the best,
and the most expensive, offering the finest selection in town. We made sure to purchase
the best arms we could afford in addition to plenty of torches, ropes and tinderboxes.
We even took care to buy throwing irons, crowbars and shovels, as well as food and
water for several days.
Before hiking down to the dungeons with all our supplies we figured we would spend
this night at the inn to be sure of a good night’s rest. Delo performed some kind of
magical ritual on his wand the other night, and is still feeling a little bit tired because of
it. But none of us are complaining about the use of a few soft pillows since who knows
when we will next be able to enjoy a comfortable bed again.
Thorwal, 11th day of Boron
I don’t imagine I’ll find much time to write of our experiences as we travel the musty
vaults beneath this castle. I pray to the gods we will survive and to Rondra for our
victory. If we can pass this test, we might be trusted with a truly honorable mission
leading us far into the wilds of the Orcish Lands. On we must go, and we must never
falter. It is time to face the darkness. For Rondra! For the Hetman! For Master Dramosch!
Beginning Realms of Arkania
You’ve just opened the package, installed Realms and are eager to set off on your
adventure. With Realms, it’s just a few clicks away! (For the quickest route into Arkania,
see your reference card.) In this section, you may read about Realm’s different levels of
play to find the one that’s right for you and that suits your taste in fantasy role playing
games.
The Novice and Advanced Game
Beginning Realms of Arkania, you may choose between a Novice or an Advanced Game.
While both levels allow you to get an adventure full of challenge, each is designed for
your gaming preference:
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Novice: The novice level is designed for gamers who want to enjoy the game but
don’t want to juggle all the statistics that are common to any role playing game.
While playing in Novice mode, your computer handles all values for skills and
magic (including increases). It also highlights the best character for any task
your party is asked to perform. You may change to Advanced mode any time you
restart Realms.
Advanced: The advanced level offers you complete control over your characters’
statistics, skills and magic, allowing you to custom tailor your characters. You
will have full access to all the statistics that role players love to collect. As your
characters progress through the game, you may customize these facets even further.
While this process of fine tuning takes time, as does any role playing experience,
it allows you to define your characters to your personal tastes.
Once you select the Novice or Advanced game, you may choose between the Main
Program and the Generation. Since you’re new to Realms, select Generation to create
your party. You may also select Main Program to play with a pregenearted party.
How Should you create Your Party?
Some people like to create their own parties. Others prefer to play with ready-made
characters. Whatever your preference, Realms has it. There are four different methods,
or routes, you may follow to get your party together and off to adventure. Depending on
your Advanced or Novice selection, you’ll have certain choices, all of which are detailed
on the next page.
Regardless of which path you take to get you and your party together, it’s recommended
you check the Review Screen section later in this manual. Here, you can learn about
your characters’ statistics like LP (life points) and AP (astral points) and other important
facets that are important to characters regardless of their generation history.
Mode
Party
You Handle
Realms Handles
Method #1 Novice & Quick
Novice
Pregenerated
Fun
• Character creation
• Skills(suggests best character
to perform action)
• Magic/Skill Increases
To Get There: Select Novice, Main Program and Start.
Method #2 Advanced & Quick
Advanced
Pregenerated
Skills
Character creation
Magic
Fun
To Get There: Select Advanced, Main Program and Start.
Method #3 Novice & Deailed
Novice
Created
Character Creation • Skills(suggests best
Fun
character to perform
action)
• Magic/Skill Increases
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TO GET THERE.- SELECT NOVICE, GENERATION AND CHOOSE
ARCHETYPE (REALMS PLACES ATTRIBUTE VALUES) OR NEW
ATTRIBUTES (YOU PLACE ATTRIBUTE VALUES). CREATE SIX
CHARACTERS USING APPENDIX A AS A REFERENCE, EXIT GENERATION
AND ADD MEMBER(S) IN TEMPLE..
Method #3 Advanced & Deailed
Advanced
Created Character Creation
• Number Crunching
Skills
Magic/Skill Increases
Fun
Everything
TO GET THERE: SELECT ADVANCED, GENERATION AND NEW
ATTRIBUTES, AND FOLLOW THE NEXT CHAPTER. IT EXPLAINS THE
ENTIRE PROCESS STEP BY STEP.
Character Generation
Creating your Characters
Creating your own characters is an important part of any fantasy role playing experience.
Nursing them from level one tots to mighty warriors provides a feeling and a challenge
unlike any other. In Realms, you may create your party in any one of four different ways
and on two different levels. The Advanced Mode allows you full control over each
character’s statistics while the Novice Mode provides you with the fastest and easiest
way to create a character.
Once you begin Realms, just select Generation to create your own characters. Soon,
you’ll see a generation screen similar to the one below (just click the right mouse button
or press ESC to remove the generation menu for an exact replication). Here, you see all
the attributes that make up each Arkanian woman and man.
Character generation in Realms allows you to control all facets of your character’s
development. You may define their statistics individually, placing each roll strategically
... where you feel it will make a difference. Or, if you prefer the more casual approach,
Realms will do most of it for you. Although Realms’ character generation is “open,”
meaning you can select the available options in almost any order, it’s recommended you
follow the order of the manual, at least for your first time through.
Deciding on an Archetype for Your Character
Before you begin rolling your characters, it’s important to determine what types of
characters you hope to create. Just as on Earth, characters in Arkania have for professions
and fields of knowledge they follow, learn and perfect. Everything from a character’s
strength to his or her skills is influencedby their profession. A character’s profession is
known as his or her Archetype. In Realms, your characters may pursue any one of twelve
Archetypes (detailed in appendix A);
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Archetypes: Dwarf/Dwarvess - Rogue/She-Rogue - Jester/She-Jester Warrior Woman -
Male/Female Thorwalian - Warlock/Warrior Woman - Magician/Magicienne - Green
Elf/Green Elf Woman-Hunter/Huntress - Silvan Elf/Silvan Elf Woman - Ice Elf/Ice Elf
Woman
Once you’ve reviewed the Archetypes available and have ideas for your party make up,
the actual character creation begins.
Selecting a Name
Like most good adventurers, Arkanian characters don’t like to be referred to as
“‘Hey,You.” To give characters a name select the menu option or click”Name” on the
character screen. You may name your character anything you like, but his or her name
will be abbreviated if it’s over seven letters.
Selecting a Gender
Next, select your character’s gender by choosing the menu option or by clicking on the
gender symbol (the upper right hand corner). Characters may be male or female. Men
and women are equally skilled, talented and trained in Arkania. You may change their
gender anytime prior to saving the character.
Choosing Your Course of Action
Depending on which generation method you prefer, you may choose Archetype or New
Attributes.
•
Choose Archetype: Selecting this option, Realms allows you to choose the
profession your character will follow from any of the twelve Archetypes available,
and assigns the minimum attribute values for that Archetype to the character. If
you wish to use Choose Archetype, you may skip to the Choose Archetype section.
•
New Attributes: Selecting this option, you take the dice into your hands. First,
decide on an Archetype for your character ... but keep it in your head for the time
being. Then, following the minimum entrance requirements for your Archetype
as listed in Appendix A, you manually distribute the attribute values to qualify
for the Archetype. Characters who are hand crafted in this manner have higher
overall attributes than those created with Choose Archetype. If you select this
option, move to the next section.
Selecting New Attributes
Character eam their mettle when you define their attributes. When you select this option,
Realms “rolls” values for their positive attributes (the left hand Attribute column) and
their negative attributes (the right hand column).
Positive Attributes
Like you, your characters have certain levels of wisdom, dexterity and strength, among
other statistics. In Arkania, the seven positive attributes are tracked numerically and,
for newly created characters, range from 8 to 13.
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•
Courage (CR): A high courage influences quick decisions, and provides a high
amount of willpower. This can be of value in a fight, when trying to resist a spell
or when conversing.
•
Wisdom (WD): This attribute measures the theoretical or “bookish” knowledge
a character has, memory, ability to plan ahead and to think in abstract terms.
This makes it the basis of most magic.
•
Charisma (CH): A character with a high charisma value will find it easier to
influence others. Also, his other teammates will be more open to the character’s
suggestions.
•
Dexterity (DX): This attribute is needed to manipulate small objects. It affects
disarming traps, opening locks and other maneuvers which require slight of hand.
It also affects a magician’s ability to weave a magic spell.
•
Agility (AG) :This measures the ability to move skillfully and to avoid sudden
obstacles. It also helps characters to avoid blows in combat.
Strength (ST): More than just brute muscle power, this is also the knowledge
of how to use it to the fullest. A necessity for moving heavy objects, using heavy
weapons, strength also determines a character’s maximum load.
•
Intuition (IN): It’s not necessarily anything you heard or anything you saw, but
something just tells you that something’s up. A character’s intuition affects their
ability to perform many skills and also influences a magic user’s ability.
You’ll see Realms’initial roll on your screen. This roll, a 13 let’s say, can be used for
any of the seven attributes; you select which one depending on the Archetype you’re
hoping to create. After placing the first value, Realms will roll again until you have
placed each roll with a positive statistic.
Negetive Attributes
Next, you’ll assign values for the negative statistics just like you did for his or her
Negative positive attributes. Keep in mind that Archetypes have negative attribute
Attributes requirements as well. The seven negative attributes, which range from 2 to 8
for new characters, are:
•
Superstition (SN): Characters with high superstition notice certain things,black
cats and the like, and instantly understand their meaning. A high superstition
often makes a character particularly susceptible to magic.
•
Acrophobia (AC): A fear of heights, leading to a distinct feeling of vertigo. A
large acrophobia value can be a severe handicap when forced to cross a suspension
bridge or standing at a cliff edge.
•
Claustrophobia (CL): The fear of being buried alive which can close in when
traveling through narrow halls and low corridors.
•
Avarice (AV): The urge to gather gold, jewelry and other precious items. A
character gripped by avarice will often forget all else happening around him or
her just to loot something that has caught his or her eye.
•
Necrophobia (NE): A particularly terrifying fear of death and anything connected
with it, especially the undead - mummies, zombies, and skeletons. A character
with a high necrophobia value will sometimes refuse to fight against undead and
may run away instead.
•
Curiosity (CU): A healthy amount of curiosity is something of a prerequisite
for a true hero, but too much of everything is a curse, and so it is with curiosity.
Magicians especially are often overcome with curiosity upon discovering old
scrolls and magical artifacts.
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•
Violent Temper (VT): A character with a violent temper is easily insulted and
quick to draw a weapon to right any perceived wrong.
Select Archetype
After assigning your character’s attribute values, choose Select Archetype. Realms will
show you a list of Archetypes your character qualifies for. Just select one to make it
official. At times, however, you may see that the character you’ve created doesn’t qualify
for any Archetype at all. In this case, Realms will tell you that you’ve failed to meet the
minimum entrace requirements for any Archetype. Perhaps, he or she is just a point or
two shy where it counts. You don’t need to start over ... just roll the dice a bit more!
Select the Change Attribute option, covered in the next section, to modify his or her
current values. If you find yourself miles away from your desired Archetype, though,
you may also select New Attributes and re-roll.
Change Attributes
When you’ve placed all of your rolls and are still just one point away from creating that
Silvan Elf that you’ve been trying for, don’t worry... you still have another option open
to you. Change Attributes allows you to alter both positive and negative attributes by
trading off points between the two.
For example, a Silvan Elf requires an agility of 13, but, let’s say, in your attempt to
create this Archetype, your agility is only 12. Otherwise, you qualify for the Archetype.
It’s just too close for a re-roll, so you select Change Attributes. Realms shows you a
menu listing all of the positive attributes. Select the attribute, agility in this case, and
you’ll have the option to increase or decrease the attribute value. Selecting increase, his
agility jumps to 13.
But, there is a price ... for every one point change you make to a positive
attribute, you will be required to make a two point change to a negative
attribute.
After you increase the positive attribute, Realms shows you a menu of negative attributes
... and asks you to trade off for the positive increase in agility by increasing your negative
attributes by two points. You may put both increases in one attribute or split them
between two different attributes. Just be careful not to alter a negative attribute above
(or below) the minimum entrance requirement for the Archetype you’re hoping to create.
Change Attributes also allows you to decrease negative attribute values. For example,
say that same Silvan Elf has a 5 for a varice, but needs a 3. You can use this option to
decrease two points from your negative attributes by choosing to remove one point from
a positive attribute.
Regardless of which way you do your point trading, remember that positive attributes
cannot be decreased below 8 or above 13. Negative attributes cannot go below 2 or
above 8. Additionally, once you you begin to change an attribute, you may not turn in
the other direction. Values that are lowered may not be raised later on. Likewise, values
that are raised may not be lowered. You may, however, continue heading in the same
direction.
When you have completed the adjustment to your character’s negative at, tributes, Realms
will return you to the character screen. Just right click or hit PgUp to return to the menu
options. If you have further changes, though, select Change Attributes again.
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Choose Archetype
If you prefer to select your Archetype without rolling all the attribute values yourself,
Realms will do it for you. By selecting Choose Archetype, Realms shows you a list of all
available Archetypes in Arkania, and allows you to select the profession of your choice.
Once you have selected an Archetype, Realms automatically gives the character his or
her attribute values.
While using Choose Archetypeis quick, characters created by this method have certain
drawbacks:
•
The characters attribute values will be the minimum amount required for entrance
into the Archetype you’ve selected. Characters created manually tend to benefit
from the “roll of the dice.”
•
Their positive attributes will not be above 12, versus 13 for manually created
characters.
•
Their negative attributes will not be below 3, versus 2 for manually created
characters.
Choosing an Arcane Lore
If you created a Magician or Magicienne, Realms will ask you to choose the character’s
preferred arcane lore. Arcane lore influences the character’s magical focus and affects
his or her spell casting skill for the selected category. The different lores as well as their
magical spells are covered in the Arcane Lore section of this manual. In the Advanced
mode, a Magician or a Magicienne also has the option to convert increase attempts. You
may choose to trade either spell increase attempts for skill attempts or vice versa.
Additionally, this Archetype can give up 10 spell increase attempts for an additional 10
astral points (AP).
Choosing A Portrait
After you’ve chosen your archetype, Realms will show you a selection of portraits
appropriate for your character’s Archetype and gender. Just click on the arrows to scroll
through the available portraits.
Additional Character/Archrtype Attributes
With your character’s Archetype in place, you’ll see that he or she has several, new
attributes.
Money: As in any world, money is an important commodity in Arkania. This statistic
shows the amount of money your character currently has (and, hey, there’s no income
tax in Arkania).
•
Gold Ducats: Are the highest form of currency and are displayed as “D.”
•
SilverCrowns: IO Silver Crowns equal a GoId Ducat. Silver Crowns are
displayed as “S.”
•
CopperBits: 1O Copper Bit sequal a Silver Crown. Copper Bits are displayed
as “B.”
You may see, for instance, 10D 2S 5B on your character’s screen. He Ducats, 2 Silvers
and 5 Bits. Your character’s make up and determine how much money he or she receives.
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•
Height and Weight: Help to define the physical aspects of your character and
are based on the Archetype you selected for your character.
•
Deity: A character’s deity is very important in Arkania. Based upon the month
the character is born, the deity determines the character’s general way of life
and may offer bonuses to attribute or skill values (then again, they may not...
deities are funny that way). Throughout this world, temples offer respite for
travelers, and occasionally, characters in need may enjoy divine help. Steady
worship and sacrifice to their deities will go a long way toward making a favorable
impression on the Gods.
•
Life Points (LP): Represent the amount of damage a character can take before
it dies. A character’s life points are based upon his or her statistics, and increase
with experience. Should the life points reach five or fewer, the character will
lose consciousness; he or she will die at zero. Life points can be regained through
sleep, potions or magical intervention.
•
Astral Points (AP): All kinds of magic are powered by astral energy which is
measured in astral points. These points represent the amount of points available
to cast spells. Astral points are also based upon your character’s Archetype.
Astral points increase with experience and are replenished through steep, potions
or meditation.
•
Endurance: Reflects your character’s ability to withstand strain and is a key
factor in the movement points the character has available, and how much burden
can be tolerated before sacrificing movement points. Endurance is based on a
character’s life points (LP) and strength (ST).
•
Magic Resistance (MR): Represents a character’s ability to ward off the effects
of magical spells. A character’s magic resistance is based upon his or her courage
(CR), wisdom (WD) and superstition (SN).
For Novice Mode . . .
If you’re creating your character in the Novice mode, you’re nearly done. Your characters
have all the values that may be customized in the Advanced game, skills, attack and
parry values and magic powers, but Realms automatically handles skill and spell
increases, assigning and tracking all of their calculations for you.
For Advanced Mode . . .
If you created your characters in the Advanced mode, you may further customize your
characters in three areas: skills, attack and parry values and, for magic users, magic.
These changes are explained the the following sections.
Increasing Skill Values
Arkanian characters have lots of skills that are needed in their world. When you first
create your character in the Advanced model he or she is given a set of statistic values
that reflect the standard training for a character of that Archetype. To review your
character’s skills, click on either arrow at the bottom of the generation screen until you
reach any one of the character’s skill screens. Press the arrow again to review more
skills. (Skills are fully explained in Appendix B: Skills.)
At the bottom of the skill screens, between the arrows, you’ll notice: REMAINING
ATTEMPTS: 20. This number may vary depending on the character’s Archetype.
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Your character’s “remaining attempts” are a chance for you to increase skills you consider
important for the character and your adventure in Arkania. To attempt a skill increase:
•
Move to the skill screen that contains the skill you want to increase.
•
Press the right mouse button to open the Skill Increase Menu.
•
Next, select a skill group.
•
From the group you have selected, choose a skill to increase. Realms rolls a die
to determine your success or failure, and tells you of the outcome.
•
Repeat these steps until all of your skill attempts are used
While increasing your skills, keep the following things in mind:
•
Combat and Intuitive skills cannot be increased by more than one point when
creating characters or when gaining levels.
•
Knowledge skills cannot be increased by more than three points when creating
characters or when gaining levels.
•
All other skills areas cannot be increased by more than two points per level.
•
If you increase a Combat skill, you will increase the skill’s attack and parry
value as well. You may further adjust these values, though. This is covered in
the following section.
•
You have three attempts available to increase any one skill. Should you not
succeed in increasing a skill within those three attempts, wait until the character
gains a level of experience to try again.
•
The highest skill value possible is + 18. The lowest value is a -20.
Changing Attack & Party Values
A Character’s attack and parry values reflect their statistics and combat skills and
determine how they perform in combat. In general, there are two different parts to the
attack and parry values.
Understanding the Values
1)
Basic Values: Overall reflections of the character’s ability to fight offensively
(ATtack) and to protect defensively (PArry).
•
AT: The basic value for Attack is based upon your character’s courage
(CR), agility (AG) and strength (ST).
•
PA: The basic value for Parry is based upon your character’s intuition
(IN), agility (AG) and strength (ST).
2)
Mode Values: Mode Values are based upon the combination of your character’s
actual combat skill value (SV, from the skill list) and the Basic Values. Like the
Basic Values, Mode Values are split into two categories, attack (AT) and parry
(PA).
How the Mode Values are Determined
Basic Values Mode Values
Step 1: Add the Basic Values Together. Here, they equal 12.
Step 2: Add the SV (skill value), in this case it is 2, to the total of the Basic Values.
Here, the new total is 14.
Step 3: This total can be divided anyway you like between the individial AT (attack)
and PA (Parry) values for each mode, but cannot be less than the Basic Value. Here,
Swords has 7 AT and 7 PA. This totals 14.
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Modifying the Values
While Realms initially determines your character’s Mode Values, you may change the
individual AT (attack) and PA (parry) values to suit your own taste. If you prefer an
offensive hack-slashing type character, increase their AT values. If, on the other hand,
you prefer someone who’s better at protecting him or herself from a blow, increase their
PA values.
Increasing values is easy. just remember the total from Step 2 in the above example.
(Naturally, this total may be different for your characters and varies from Mode to Mode.)
To get this total, add both Basic Values together, and then add the SV (skill value). You
may split this number between the Mode’s AT and PA values anyway you like so long as
they do not fall below the AT or PA Basic Values. For instance, if your total is 14 and
your Basic Values are both 6, like above, you can have an AT value of 8 and a PA value
of 6 (or 7 AT and 7 PA and so on). As you distribute the values, consider where you want
the character’s proficiency to lie: defensive moves or offensive moves. Though they are
calculated the same way, the values for missile weapons and thrown weapons may not
be changed.
What happens if a character has a negative combat skill value? You won’t be able to do
any adjustments for starters. The negative value is subtracted, more or less evenly, from
the character’s Basic Values to produce the AT and PA values. If the character’s skill
level is so low that it exceeds the total of the Basic Values, he or she would have zero AT
and zero PA. He or she will not be able to protect themselves from such a weapon’s
attack, and can’t attack very well with it either. (Hey, Norm, old buddy. That was a fine
trick you pulled with that sword. Must say I’ve never seen anyone miss monsters with
such grace and defiance. You did a heck of a job on those air molecules, though. I can
tell, they’re hurting.)
Increasing Spell Values
Magic users in the Advanced mode may also increase their current spell values. Just
like increasing skills, Realms allows your character a certain amount of attempts, magical
bonus points of a sort, to increase spell values. Obviously, characters who are not
magically gifted won’t have this option. To attempt a spell increase:
•
Move to the spell screen that contains the spell you want to increase. There are
seven screens of spells, and each is fully explained in the Arcane Lore section of
this manual.
•
Press the right mouse button to open the Spell Increase Menu.
•
Next, select a spell group.
•
From the group you have selected, choose a spell to increase. Realms rolls a die
to determine your success or failure, and tells you of the outcome.
•
Repeat these steps until all of your spell increase attempts are used.
While trying to create a super spell caster, keep these things in mind:
•
Depending on your character’s Archetype, he or she will have a varying amount
of increase attempts. Magicians and Magiciennes have 40, Druids, Druidesses,
Warlocks and Witchs have 25. All Elves have 20 attempts.
•
Certain spells have increase limits. After all, a level I character who can blow up
Thorwal and most of the surrounding fauna does not a balanced game make. The
limits depend on your character’s Arche-type.
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•
Spells that are part of a character’s Archetype can be increased by two points
when you first create your character and as he or she gains levels. (See the
Arcane Lore section of this manual for further information.)
•
Spells not in a character’s Archetype can be increased only a single point when
you first create your character and as he or she gains levels.
•
Magicians and Magiciennes can increase all spells belonging to their Arcane
Lore by 2 points when you first create them and as they gain levels.
•
Magicians and Magiciennes also possess certain “house spells” they can increase
up to 3 points when they’re first created and as they gain levels.
You have at most three failed attempts available to increase any one spell. Should you
not succeed in increasing a spell with those three attempts, wait until the character
gains a level to try again.
Your character cannot use any spell with a value below -5. (In fact, it might be downright
dangerous if they could.)
The highest spell value possible is + 18.
Saving Your Character
Once you’re happy with your character, select Save Hero to add your character to the
ranks of the elite, albeit inexperienced adventurers, awaiting you. If your character
profile is incomplete, or if another character by the same name already exists, Realms
will let you know.
A New Hero
Once you’ve saved your character, select New Hero to create another character. New
Hero is also helpful if your current character isn’t cutting it, and you’d like to begin
anew with a fresh slate of attributes.
You may create as many characters you like, and select up to six to join you in your
adventure. Realms comes with six pre-rolled characters that you may use as well. Newly
created characters may be added to your party at the Temple of Travia in Throwal.
Exit Program
Select Exit Program to exit the character generation and automatically enter the Program
Realms of Arkania Main Program. To return to the character Generation program, you
must exit the Realms of Arkania program and restart.
Character Development
Gaining Levels
As your characters travel through Arkania, they will gain experience points as they face
numerous foes, perform herculean tasks and overcome other perils common to daily life
in Arkania. When your characters accumulate enough experience points, they become
eligible for new experience levels. These levels, along with all their benefits, are granted
in towns. Here, citizens recognize the importance of your deeds; Ores in the wilds of the
forests, on the other hand, could not care less.
To reach the next level of experience, characters need to gain:
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EP
Level
EP
Level
EP
Level
0
1
15,000
3
50,000
5
5,000 2
30,000
4
75,000
6
When your character gains a level, they will enjoy its numerous benefits:
•
You may choose to increase any positive attribute, followed by a decrease of two
points to your negative attributes.
•
Life points (LP) will increase by up to six points. For magic users, these points
may increase by up to eight points.
•
Magic users may divide these eight points between LP and AP.
In the Advanced Game
If you are playing in the Advanced mode, you will have the opportunity to use skill and
spell increase attempts to continue to shape the ideal character, much as you may have
or would have done in the Advanced Character Generation. Additionally, other factors
come into play:
•
Archetypes get 20 skill increase attempts except for the Magician and Magicienne
who receive 15.
•
When increasing combat skills, you will have the opportunity to adjust AT and
PA values.
•
Spell increase attempts depend on Archetype. Magicians and Magiclennes receive
40, Druids, Druidesses, Warlocks and Witches receive 25 and Elves receive 20.
•
With the exception of Elves, magic users may convert skill increase attempts
into spell increase attempts and vice versa.
•
Magicians and Magiciennes may forgo some spell increase attempts in return
for astral points.
When your characters gain a level, it’s a good idea to save your game at the nearest
Temple.
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Towns, Cities & Villages
With your team of heroes eager for adventure, their swords polished and held high,
you're off to Arkania to explore all it has to offer! Your journey begins in the Temple of
Travia located in the heart of Thorwal.
Visiting Temples
Like temples throughout Arkania, the Temple of Travia offers your party respite from
its adventure, a chance to kick back, have a word or two with a deity, and if the stars
are right, your characters might even benefit from a miracle. These Temple options
are available to you.
Add Character: If you have created your own characters, select this option to
form your party. You'll see a list of characters, eager and ready, and may select
up to six. You may also use this option to add one or two characters to your
party (after removing the same amount, of course) at any time during your
adventure.
Note: You may add newly created characters to your party at the Temple of Travia in
Thorwal. At all other Temples, you may only add characters who have been “Let Go”
at that location.
Let Go Character: Sometimes characters just don't turn out to be all that you
had hoped for. Perhaps your party's Archetype mix could have been a bit better.
If you're so inclined to remove a character from the group, select this option to
do so. You'll see a list of your party's members, and with just a click you can
remove any character from the group.
Erase Character: The permanent version of “Let Go Character,” Erase
Character removes the unlucky one from Realms' register of characters. Party
members may not be erased, however, until they are “Let Go” from the party.
Keep in mind that an erased character is gone for good.
Load Game: Your party has just come from a tavern - or rather was summarily
thrown out of the tavern - after your Rogue assured you he could cheat the best
of them and only ended up with someone's pocket lint. Not exactly the plans
you had in mind. It's the perfect time to Load Game. Realms will show you
a listing of currently saved games. Select the proper game, and your affairs will
once again be order. To begin with an empty slate for a new party, select None,
or select Start to use Realms' set of pre-rolled characters.
Save Game: After a particularly hectic encounter, or perhaps a good bit of
sleuthing, it's a great idea to save your game, and Temples are the most rewarding
places to save it. Parties brave enough to travel from Temple to Temple between
saves receive the full value of their experience points. Parties who save outside
of Temples lose 50 experience points per save (saving every other step doesn't
an adventurer make). When you select Save Game, Realms will show you the
list of current saves (if you've just begun, you'll see Start, Game 1 and so on).
Select any game slot and customize its name if you wish.
End Game: Select this option to end your travels in Arkania. This option will
not save your game. Select Save Game first if you wish to do so.
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Ask for Miracle: It never hurts to hope for a bit of divine assistance. When
your party asks for a miracle, two factors come into play:
1).
Does any character worship this particular deity? Who?
2).
Has your party paid their due respects to the deity?
If your character is successful, he or she may receive the benefits of their pious
worship (or their generous contributions). Keep in mind, though, that like here
on Earth, miracles in Arkania are not a common occurrence.
Donate: It never hurts to butter up your favorite deity, and donating a few
silver crowns to his or her cause is one of the best ways to do it. When you
select Donate, Realms will ask you to enter your tithe in silver crowns, and will
remove the money from your packs.
Leave Temple: When you've finished worship, select Leave Temple to return
to the streets of the city.
The Review Screen
After you've rounded up your party and take a minute or two to review one of your
characters (just double click on their portrait), you'll notice that he or she has several
new attributes that weren't apparent during character generation. Additionally, when
you review your characters, you'll also have new options available to you.
The character review screen shows you everything you need to know about your
character, and also allows for their feeding and care. Nearly every section of the
review screen offers some kind of information.
Character's
Backpack holds
up to 16 items.
Character's
Weight
General Character Informa-
tion including name, Arche-
type, experience points, ex-
perience level and money.
Item currently
selected
Character's
Height
Character Statistics. (Attack &
Parry Values also appear here in the
ATT./PA screen.)
Secondary
Statistics
Characters need food and wa-
ter to stay alive. As they per-
form activites, they use energy
and become hungry and thirsty.
See the Items on the Body section
for complete information
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New Statistics
Once characters are generated and have joined your party, they acquire three new,
secondary statistics, each of which are seen in the character review.
•
Encumbrance (ENC): A character can only carry so much before his knees start
to buckle and his back gives out. Encumbrance tracks this load, and tells you
how many ounces of armor, weapons and supplies a character carries. At most,
a character can carry 100 x strength (ST) ounces. However, characters who
push the limit or exceed it are not able to move as quickly or as much, and lose
movement points.
•
Movement Points (MP): A character's movement points determine how far they
can travel and how many actions they can perform in one round of combat.
The higher the movement points the better. Characters with low movement
points may be carrying too much around.
•
Armor Class (AR): A character's armor class shows you how well he or she is
protected against a creature's attack. Armor class ranges from zero (stark
naked) to eleven (scale male over chain mail covered with plate armor and a
bullet-proof vest).
The Value of Statistics
When you review your characters, you'll notice that their statistics have two values: a
base value and the current value.
•
Base value (left): the statistic's normal level. This value
changes only when character's gain a level. It serves as a
reminder of the actual value's peak level.
•
Current value (right): the current level of the statistic that
changes as characters become hurt or suffer a malady or are
influencced by magic, potions or herbs.
As characters travel through Arkania, the values for certain attributes may
change. When a character is hurt by a monster, for instance, the actual value
of LP (life points) will decrease. Other times, the attributes are affected.
Charisma, for example, goes down when characters become intoxicated.
Eating & Drinking
After a hard day's travel, your characters are hungry, their throats are parched and
they're all looking forward to a good meal. To serve up dinner, just review your character.
Characters eat “rations,” picnic style meals with good helpings from each food group.
Nearly every chandler's shop offers rations, and your party may occasionally find several
left behind by wandering groups or hunt down dinner in the wild. Along with rations,
characters take water to soothe their palates. Carrying their waterskins everywhere,
characters may refill their skins at the many streams and rivers that weave through
Arkania.
Examining Items
To feed your characters or to give them drink, pick up an appropriate item (a waterskin
for example) from the inventory by clicking on it with the left mouse button. Next,
click on the “mouth” icon, and it hits the spot. The character's hunger or thirst lines,
depending on what you fed them, will reflect the satisfaction of these basic needs This
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icon is also used should you wish to consume a herb or a potion.
Unlike Earth, characters in Arkania can eat all they like without gaining weight.
However, if you try to feed a character a something that's not normally eaten (Thanks,
but I'll pass on the filet of leather boot) Realms will let you know.
To look at an item in your character's possession, click on it followed by the “eye”
icon. Realms will tell you what it is, and what condition it's in.
Items in the Backpack
Every Arkanian character has a backpack, a place where they store up to 16 items. By
left clicking on an item to select it, it highlights red. Characters can drop it, give it to
another player or use it in some other way. Handling items, in all different ways, is
covered later on in this section under Review Options.
Items on the Body Equipping Character
In addition to their backpacks, characters may carry seven items on their body. These
items are considered “equipped”and at the ready. Obviously, a sword in your backpack
won't be nearly as as useful in combat as a sword in the hand (unless you fall backward
onto a monster, that is). Items such as swords affect your character's performance in
combat.
The Left & Right Hand
While most of the body icons are used for armor and clothing, the left and right hand
icons have a special significance. Only items in those two boxes can be used instantly.
•
Right Hand: The right hand is the weapon hand. This weapon will be at the
ready should a monster approach. If characters don't have a weapon here and
are attacked, they will have to arm themselves in the first round, losing precious
time, or fight unarmed.
•
Left Hand: The left hand is the potion, herb, shield or missile hand. The items
in the left hand are held readied for use at a moment's notice during combat (for
more information, see Use Item in the Combat section).
Head Cover
Arm Armor
Primary
Weapon
Leg Covers
Look at or
Eat/Drink
Chest Cover
Secondary
Item
Foot Covers
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Review Options
While reviewing your character, you have numerous
options aside from equipping them or investigating their
basic statistics. To see the options available to you, click
the right mouse button. You'll see a menu box just like
this. To select any option, highlight it and press the left
mouse key.
•
Change Name: Just as it implies, you may rename your character by selecting
this option.
•
Use Object: Some items can be used, like using a tinder box to light a torch or
using a scroll by reading it. Select the item followed by Use Object. If you
select an item which can't be used, like leather leggings, Realms will let you
know.
•
Drop Object: If you're hoping to lower your encumbrance, or if your character
is pack-ratting a lot of junk, you can get rid of it using Drop Object. First,
select the object you wish to drop. Then, select Drop Object. Items that are
dropped are gone forever. Just in case you made a mistake, Realms will ask
you if you really want to drop the item before it disappears.
•
Sickness: This option will only appear on the menu if the character is ill. After
selecting it, you will receive information about the character's condition.
•
Poisoning: This option will only appear on the menu if the character is actually
poisoned. After selecting it, you will receive information about the character's
condition.
•
Use Talent: Certain skills may be used while reviewing your character.
Generally, these skills are of the healing variety, Treat Wounds for example.
To use any of the skills available, just select it.
•
Cast Spell: To have your character whip off a spell, select Cast Spell. Realms
will ask you to choose the spell group, followed by the actual spell. In general,
healing or adventure type spells (like a light spell) are the type that you would
cast in review. Detonating a fire ball into empty air, after all, could prove
rather hazardous, not to mention a waste of time.
•
ATT./ PARRY Values: To toggle between the character's basic values and his or
her Attack and Parry values, select this option. This option is only available in
the Advanced mode.
•
Skills: To review a character's skills, select the Skill option. This option is only
available in the Advanced mode.
•
Magic Skills: Magic Skills allows you to review your character's magical
proficiency. This option is only available in the Advanced mode.
•
Exit: Selecting this option, you leave your character's review and return to the
Main Screen.
Trading Items
That wand your Warrior found would certainly be better used in the hands of your
Magicienne. So, naturally, he hands it over. To trade items between characters, click
on the the item to select it as your cursor. The inventory square will be highlighted in
red. Next, click on the arrows under the character's portrait until you reach the character
you desire. Once there, just deposit the item in his or her inventory by clicking on an
empty backpack icon. If you place the item over a full inventory spot, however, the
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items will swap.
Merging Items
Items that are alike and that can be grouped can be merged in Arkania. To merge two
items, like two rations for example, click on one item to select it. The cursor will shape
itself as the item, and its inventory box will be highlighted in red. Next, click on the
item to merge it with. If the items may be merged, they will join together, occupying
only one spot in your character's inventory. If the items cannot be merged, you'll just
swap one for the other.
Managing Your Funds
Arkania is an equal opportunity world. All members of the party, man and woman
alike, make an equal amount of money for their efforts. This money goes into the
party's coffer with each character having an equal share. When your party visits a
merchant, this money goes into a community slush fund, allowing the party to pool
their money for goods that need to be purchased.
Main Play Screen
Stepping out into the sunshine and fresh air, your party looks around and takes in all
they have yet to explore. Welcome to Thorwal. As you travel this town, as in any
other town, the screen and options below will be your guide.
Each section of the Main Play Screen offers you a bit of information about your
adventure, takes you to another place or allows you access to other features.
The Main Window: Through the main window you'll see everything around you and
to your sides. Moving the mouse pointer up, down or to the sides shows the directions
you may travel, and a click will get you on your way.
Main Window
Credits
Time
Game
Options
Location & Info Line
Team
Leader
Party
Members
NPC
Joined
Party
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Credits: Click the Realms of Arkania Logo to reveal the people behind
the game.
Time: Your characters have places to go and things to do, so they
naturally need a watch to go by. As the days pass, you'll see the sun
rise and set; the moon will come to take its place. Clicking on the time tracker, Realms
will tell you the current day, month, year
Direction Indicator: Realms' compass tracks your every move and reports
your party's current bearing - North, South, East or West.
Location & Info: Realms also lets your party know their current whereabouts, whether
it be a town, “Thorwal” for example, or a place within a town, “Temple of Travia,” and
reports it in the Location & Info line. You'll also see other important messages here.
Character Icon: All characters in your party have their own
icons that show their most important attributes. Besides a
character's name, life and astral points, an icon also has two
other important functions:
Moving a Character: Click once on a character's icon, and
it will follow your mouse. Now, click again on another
character's icon. The two will change places.
Reviewing a Character: To get the complete scoop on any
character, double click on the character's portrait to move to
the character screen. You may review your character almost
anytime during play.
NPC: Occasionally a non-player character (NPC) may wish to join your party for a
stretch of its adventure. When you have such an NPC along, his or her icon will
appear here. (See the Arkania's Residents section of the manual for further information.)
Main Screen Options
The movers and shakers of the Realms' Main Play Screen are the Game Option icons.
Here, you can do almost anything.
Split Team: There are times when adventurers are torn between two or more
different quests that call their attention. At other times, it may be a member of
the party who is unable to travel. Each seems important. Each warrants attention.
Not a problem. Split the team. Realms allows you to separate your party into two or
more independent groups, each of which travels as they please. Selecting this option,
you will see a list of your current party members. Just select those players who will
form the separate team. When you opt to separate your group, keep in mind:
1).
You can control only one team at a time.
2).
Active team members' icons will appear as usual. Characters in other teams
will have shaded icons.
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3).
Time passes simultaneously for the separate teams. While one team travels,
the other team plays computer games by Sir-tech to pass the time (yes, that's a
gratuitous plug).
4).
You can unite teams using the Unite Team option only when they are both at
the same location.
5).
Occasionally, splitting the team will allow the party to travel more quickly, and
infinitely easier, than with a full team.
6).
In the automap mode, the team you're not with will appear as a purple arrow.
Unite Team: It's been a long, hard road for both teams, and the reunion is at
long last here. When you've split your team, use the Unite Team option to re-
group. When two teams are at the same location, the Unite Team icon will be
available; at all other times, it is crossed out. Just click to join the two teams together.
Next Team: While your party is split, Realms allows you to easily flip from
one party to another. Clicking the Next Team icon, you instantly join another
party (at which point they put away their laptop and get ready for some serious
stuff). If your party is split into three or more groups, this option scrolls from one to
another in the order they were split.
Game Options: A click of this icon gets you behind the scenes of Realms and
lets you perform several game functions. Moving to the “book” screen, you'll
see the time and date, a description of your current location and the following
game options:
Load Game: Just like the Temple options, you can load a previously saved
game using this option. Just select one from the menu of six saves.
Save Game: While out on adventure, it is possible to save your game at nearly
anytime. Just select this option to do so. Realms will present you with your
current list of saves. Select one and rename it if you wish.
Caution: It's better to save your game at a Temple found in nearly every town and
city. Realms rewards players who brave it from town to town. Those who take the
“safe” approach and save outside of Temples will lose 50 experience points each time.
Erase Character: Select this option to permanently remove a character from
the register. You may only erase characters who are not in the party. Erased
characters are gone forever.
Examine Map: As your characters travel through Arkania, they will come
across numerous, informative map fragments. To view them, select this option.
Realms shows you the map pieces your party currently possesses and also shows
you where they fit into the overall, larger map.
View Diary: Your characters keep a log of their travels. You may view it any
time by selecting View Diary. You'll see a listing of their travels by date,
month and location.
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Adjust Performance: An option that would have been ideal during final exam
time, Adjust Performance allows you to slow down or speed up Realms according
to your system's speed. The default setting is 4. Use setting 1 for faster combat;
use 10 to slow it down.
Toggle Sound: When you just can't sleep but others can, Realms allows you to
turn its sound on and off.
End Game: When your day in Arkania is at an end, select this option to return
to the real world. This option does not save your game. Select Save Game to
do so.
Back to Game: When you've finished saving your game, toggling the sound or
otherwise, click the right mouse button to return to your adventure.
Map: While in towns and dungeons, Realms automatically tracks your party's
progress. To view your party's current automap, just select this option. With
the map on your screen, you'll note its many colors:
Town & City Automap
Black
Unexplored Areas
Dark Gray
Street or Path
Bright Orange
Journey Point
Green
Meadow
Blue
Water
Purple
Healer
Light Blue
Tavern and/or Inn
Deep Red
House
Orange
Temple
Light Gray
Merchant
Deep Green
Smithy
Yellow Arrow
Active Team
Purple Arrow
Inactive Team
Dungeon Automap
Black
Unexplored Areas
Bright Orange
Wall
Light Green
Trap Door in Ceiling
Dark Green
Trap Door in Floor
Light Blue
Stairway Up
Blue
Stairway Down
Deep Red
Door
Purple
Teleport Field
Light Brown
Chest
Yellow Arrow
Active Team
Purple Arrow
Inactive Team
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While in Map mode, you may scroll the map picture to the right or to the left
should the entire map be larger than your screen. Just select either the
Move Right or Move Left icon to do so. You may also click on the left or
right sides of the map itself.
Back to Game: Select this option to return to Arkania.
Cast Spell: While traveling in town, it may be necessary to cast a healing spell
or an adventuring spell. Select the Cast Spell option to do so. Realms will ask
you to select a character to cast the spell, its group and the spell name. (For
further information on spells and their casting, see the Arcane Lore section of the
manual.)
Camp: After a long day trekking through Thorwal's taverns, there's nothing
quite like a good night's sleep. When that urge to get some shut eye hits your
characters, click the Camp option. Out come the sleeping bags as your characters
drop in their tracks. Remember, however, that sleeping in the streets isn't always a
wise idea. Aside from its effects on your reputation as respectable heroes, your party
may be robbed or otherwise rudely awakened.
While your party sits discussing the day's events, you will have several options:
Set Guard Duty: Since sleeping characters are all too easy a prey for looters
and other creatures of the night (or day, depending on how crispy you are),
setting guard duty is an important task. Realms will ask you to assign guards
for three different shifts (although the late shift gets no overtime). Naturally, characters
assigned to the various shifts will not get the full benefits of sleep while guarding.
Keep in mind that characters with high Intuition skills make the best guards.
Use Talent: While sitting 'round the campfire, your characters survey their
wounds and hope for treatment. By selecting the Use Talent option, a character
may treat others for poison, disease or wounds. After selecting the desired
action, Realms will ask you to select a character to perform the treatment. Remember,
characters with the highest skill levels for Treat Poison, Treat Disease and Treat Wounds
are the best performers for the respective malady. In fact, a poorly skilled character
may worsen the situation by injuring the patient further. If you're playing in Novice
mode, Realms will highlight the most skilled character's name in yellow. In Advanced
mode, you must determine the best character yourself. After selecting the healer, choose
the one who is ill. The character will apply his art, and Realms will let you know the
outcome.
Magic: Just as in the main Cast Spell option, your characters can cast day's end
spells while in camp. Realms will ask you to select a character to cast the spell,
its group and the spell name. Protective and healing spells are especially popular
with happy campers. (For more information on casting spells, see the Arcane Lore
section of the manual.)
Sleep: When all is said and done, the pillows hit the ground, and your characters
drift off for the night. With a click on the Sleep icon, Realms will ask you how
long you want your characters to sleep. With the hours known, your characters
head off to la-la land and receive sleep's potential benefits: healing, curing of sicknesses
and an increase in the character's astral points (AP).
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Back to Game: If you weren't really tired after all, but merely wanted to check
the status of your pillows, this option will return you to Arkania and active
adventure.
Pause: If you need to pause game play at any time, just press “P.” Press any other key
to resume play.
Visit Market: Throughout Arkania's many towns and cities, you'll find
numerous vendors peddling their wares in the cities' markets. In their booths,
you can find the finest in armor, herbs and other goods that your party may need
on an occasional or daily basis. When you're in the area of such a market, the Visit
Market icon will be available; otherwise, this icon will not appear. When you opt to
enter the market, Realms will show you a menu of vendors whose tables are out and
about. Select one to enter their booth. Once inside, lots of options are available . . .
Visiting the Markets & Merchants
Visiting a town's market is often the highlight of many adventures. Sequestered in
box-filled booths, the vendors wait inside to offer you the essentials they have for sale,
an inventory which changes as merchants sell and get new wares. When your party
enters a market area (see Visit Market section above), the Visit Market icon will be
available. Just click its icon to see the vendors waiting for you. Once you select a
booth to enter, the browsing begins. Entering a merchant's shop or a market booth,
you'll see the following options:
Buy Goods: The merchant allows you a look at his or her wares. The price,
along with a picture of each item, is shown. The merchant also identifies the
item as usable (yellow) or unusable (white) by highlighting the character's name.
Of course, you're welcome to take a look around. Move the cursor box over an item to
see its price and the item's name. On the Location and Info line, you'll see: 0 Torch.
The “0” (zero) reflects the number of items currently in your shopping cart for purchase,
and “Torch” tells you the name of the item. If you're interested in the item, just click
on it, and the “0” will turn to a “1”. If you want to purchase two, click again. Another
click will bring you to three and so on. Should your mouse finger get a bit over eager,
just click the right mouse button to return an item to the shelf. After you have finished
with one item, you may move on to the next, and make your selections in the same
manner. Viewing your selections is just as easy. Just move through the list holding the
pointer over items to see “0” of this, “2” of that and “1” of yet another item. When
you've finished making your selections on page one of the merchant's catalog, you may
move to page two . . .
Next/Previous Page: If a merchant has a large selection of goods, it may
take more than one page to present it. Selecting these options, Realms
moves you to the next page or the previous page in the merchant's catalog.
Haggle (Pay For Goods): With items in your cart, you approach the merchant.
Since he or she is the owner and chief executive officer of this sole proprietorship
(with no reporting to the IRS, luckily), the chance to dicker the merchant's
price down is available to your party. When you select Haggle, Realms will ask you to
enter the discount you're hoping for and will show you the range of a bearable discount.
After you enter the discount (“10” for 10 percent, for example), select a person to do
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the haggling. Of course, a character skilled in Haggle has the best chance of making a
favorable offer. In Novice mode, Realms will highlight the most skilled; in Advanced
mode, you have to select the character yourself. With the offer made, the vendor mulls
it over. Depending on your tact, diplomacy and haggling skill, he or she may accept it,
gripe at it or, after three insulting offers, throw you out of the shop. Keep in mind that
one ticked off merchant may pass word to another. Of course, if you feel the merchant's
prices are good, or if you wish to impress him or her, you may enter “0” percent to
purchase the items at their shelf price.
Leave: When you've finished, or if you are not interested in the items offered,
select Leave to return to the main market offerings.
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Arkania's a world filled with wandering souls, traveling from town to town to peddle
their wares and purchase exotic goods not available on their home soil. So too is Arkania
filled with hetmen, enterprising war lords who hire the brave to embark on missions
they can assign, but haven't the mettle to complete alone. Around such travelers, a
cottage industry has sprung, and your party will find evidence of its success in virtually
every town and city they enter.
Inns & Taverns
Inns and taverns offer a soothing break for any adventurer. For those traveling throughout
Arkania's wilderness, the comfort of a soft bed and a prepared meal are worth twice the
price of the ducats paid. For others, the relaxed conversation flowing in a town's tavern
is welcome enough change from the campfire conversations of Orc raids and catastrophic
battles. Some adventurers travel to a town's taverns and inns to collect information, and
those enterprising enough may even be able to swindle a few silver crowns from patrons.
When your party enters a tavern or an inn, they'll have all these opportunities and more.
Talk: Like merchants, the innkeepers and bartenders have seen their share of
adventurers come and go. Hidden beyond their entrepreneurial spirit is often a
blanket of information awaiting inquisitive visitors. Selecting this option, you
may get a chance to discuss the local gossip. However, don't forget the barkeep has a
business to run, and doesn't usually stand around for idle chat.
Eat and Drink: Your characters may order a meal by selecting this option. The
innkeeper will tell you of the daily special along with his price. Should you
accept, and have the money to pay for it, the meal is served.
While the stout might be flowing like Niagara, a word to the wise is “moderation.”
Alcohol's effects can go beyond medicinal, and too much can leave your characters
without their wits. Characters who drink too much can certainly become drunk and,
just as in real life, may suffer temporary losses to their intelligence and charisma and
other typical drunken effects.
Rent a Room: Arkania's rooms range from your finest noble suites to “the cot in
the closet” shacks. Depending on your party's taste and funds, you may select
the room of your choice. Room quality varies inn to inn, but, in general, the
better the room, the better the night's sleep (and its restorative effects). Selecting this
option, the innkeeper will show you a selection of available suites, and will allow you to
select your accommodations. After you've finished other bedtime tasks (using magic or
talents), select Sleep to head to your rooms for the night.
Use Talent: Depending on the inn or tavern and your character's abilities, Use
Talent offers your party numerous options. From Treat Wounds to Alchemy,
your characters may perform necessary healing and quizzical chemistry before
heading off to bed. Once you select a talent, Realms will ask you to choose a character
to work his or her art and let you know the outcome.
Use Magic: Rolling her crystal ball side to side, your Magicienne watches as a
character vainly attempts to Treat Wounds to patch a badly wounded arm. A
simple spell would do, she knows, and although her magic power is valuable,
she weaves the spell nonetheless. Poof, you're cured. Along with spells of the healing
variety, magic users may chant their incantations in the comfort of an inn. Selecting this
option, Realms will ask you to choose a character to work the magic, the spell group,
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and finally the spell. (For further information on magic, see the Arcane Lore section
of this manual.)
Sleep: Your eyelids weigh a ton, it's been a long day, and it's time for the
party to head to their suites for a little shut eye. Just click the Sleep icon to do
so. Once you select Sleep, provided you have already booked a room, your
party is whisked away by the bellman and brought to the comfort of their respective
rooms. Your party will sleep for as many nights as they have paid for, and will wake
at dawn on the last day of their stay. Any restorative effects will be reported at the
end of their stay. To Arkania's credit, your party does not have to tip the bellman, nor
are they promised one of those “continental breakfasts,” usually patterned after a
continent about the size of a ducat.
Leave: Select this option to return to the out of doors.
Visit Tavern: Should the inn have a tavern as part of the establishment, the
Visit Tavern icon will be available. Just select this option to move into the
bar.
More Tavern Options
Whether your party enters a tavern within an inn or a stand-alone saloon, they will
have additional choices found nowhere else in Arkania. Like the gossip, the mead
and stout flows freely in the taverns, just as it did in medieval Earth. Stepping up to
the bar, your party has several new options.
Use Talent: In addition to treating wounds, taverns offer your characters a
chance to show off some of their more, well, enterprising talents. While playing
in Novice mode, Realms will highlight in yellow the best character for the
particular talent.
1)
Cheat: Maybe it's a new card trick you learned or one of those “I'll bet you
that you can't” deals. Whatever the case, Cheat puts one of your characters
into action. Selecting the character, he or she performs the handiwork and
Realms lets you know the outcome. Naturally, characters with the Cheat skill
tend to perform better than those without agile hands. If all goes well a few
silver crowns may come your way. Should you be caught in the midst of your
trickery, however, your party could find themselves out on the street without
hopes of entering the establishment again for quite some time.
2)
Acrobatics: For those characters skilled in such a talent, a good show could
prove profitable. When you select this option, Realms asks you to choose the
agile character for such a task. After the performance, money or boos are
delivered as deserved.
3)
Instrument: Bards are often a welcome sight in Arkania, their melodies
taking the battle worn patrons to relaxing places far removed from their hectic
day-to-day life. Should your character be skilled in such a talent, and if an
instrument is at hand, such a rhapsody could earn the party its keep. After
selecting Instrument and a character to perform, Realms lets you know the
outcome. As with Acrobatics, cheers and money or cat calls (if you're really
bad) are delivered as warranted by the performance.
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Visit Inn: If the tavern is part of a larger establishment, Realms will offer you
the chance to return to the Inn. Select the Visit Inn icon to do so.
Visiting a Healer's Shop
Your Magician's astral points are wiped out and your most skilled healer is still trying to
shake arrows out of her arm. It's a tough situation to be in. If a character lets a wound
go too long, he or she will likely become infected or diseased. Thankfully, towns
throughout Arkania offer the services of healers who can help your party heal its wounds.
When your party enters a healer's shop, you'll have a selection of these options.
Treat Wounds: After a vicious battle, your proud but worn characters may have
a few wounds that need tending. Selecting Treat Wounds and a character in
need, the healer surveys his or her damage, notes the price, and allows you to
accept or reject his proposal. Should you hand over your crowns, the healer begins to
work his trade. Hopefully, if the healer is skilled, he or she will heal your character.
Certain healers, however, have no medical talent but use the “healer” banner merely to
make money.
Treat Illness: Characters may incur numerous maladies in Arkania. Luckily,
skilled healers can offer the proper cure for most any illness. Should one of your
characters require such an elixir, select Treat Illness followed by the ill character.
While the healer reviews symptoms and the work necessary to cure it, he'll quote you a
price which you may take or leave. Should you accept, the mystic begins his handiwork.
If he is successful, the fee is collected in full. If, however, the cure is not successful, the
healer will only charge you a portion of his quoted price.
Neutralize Poison: Along with wounds and illnesses, many healers can treat
poison and neutralize its devastating effects. Just select this option and the
afflicted character, and the healer will suggest a price. If you accept, he begins
his work. As with illnesses, if the healer is not successful, he or she will only ask for a
portion of the total amount due.
Leave Healer: When your characters have been nursed, and their ills no longer
affect them, select this option to return to the out of doors.
Blacksmith Shops
From battle to battle, warriors' swords suffer wear and tear. Their edges grow dull, and
eventually, they may break. Armor, too, can be broken from a strong blow. Needless to
say, a breastplate hanging in pieces from a character's shoulders doesn't do much to
protect him; it would, however, make a nice wind chime. If your characters' goods are in
such a shape, get them to a smith to make the repairs. Entering the smith's shop, your
characters will have numerous options:
Talk: Having seen the battle-worn pass through their doors, smiths can offer
your party a tale or two about combat around the area or an inside tip on the best
way to use a weapon. The weapons traders who frequent their establishment
also leave behind their news, and the smith might pass the information along to you . .
. if he takes a liking to you that is.
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Have Something Repaired: That fine two-handed sword you're carrying . . .
the hilt in one hand, the blade in the other . . . isn't going to do you or your party
much good in combat, although it would make a divine shish-kabob stick. To
have your sword or armor fixed, select Have Something Repaired. You will see a list of
the character's items and the cost to repair each. Select one, and the smith will quote you
his fee. Whenever money changes hands, the options don't stop there.
Haggle: Think he's asking too much to put your armor back together? If you do,
select Haggle, a character to do it and finally, the percentage reduction you're
looking for. If the merchant agrees to your offer, he will begin work. Of course,
you may enter “0” if you feel he's giving you a good deal to begin with. Keep in
mind that metalwork, like any trade, is not exacting nor does it happen at the
speed of light. You may have to leave your weapon, and there is a chance that
upon returning you'll find your sword or armor is beyond repair — or at least
beyond the skills of the smith you're working with.
Next Page and Previous Page: If your character is carrying lots of items, Next
Page will move you further into his inventory. Previous Page returns you to the
previous page.
Another Character: Sometimes your journey has been so long, your battles so
hard, that numerous characters come back with their armor and swords in pieces.
Select the Another Character option to bring your characters before the smith
one by one.
Exit: Select Exit to return to the Main Smith options.
Leave The Smith: When you've finished tending to your swords' wounds, select
Leave The Smith to return to the streets of town.
Leaving Town
Your party has had its fill of town life, and they're itching to be off on a more urgent
quest. To leave any town, just look for a signpost or an exit inside a building (check the
Automap for a bring orange square), and you'll be on your way. See the Leaving Town:
Ports and Trails section of this manual for further information.
Dungeon Options
Entering an otherwise normal apartment, you spy a set of stairs. In all likelihood, you
know, they lead to an underground cavern of some sort. You pull a torch from your pack
and nervously head down the stairs.
As your party travels through Arkania, you'll come across many dungeons and caves just
like this. In addition to many of the options covered in the Game Options section, like
Split and Unite Team, your party will also have several new options:
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Map: While similar to the map you see in cities, dungeon maps use slightly
different coloring, and only show the level of the dungeon your party currently
occupies. The colors for the map are covered in the map section of Game Options.
Open Door: The old oak is worn, heavy with exposure to the dungeon's damp
air. Your party stands before it wondering what it conceals . . . or what it holds
back. Click the Open Door icon to let yourself in. Sometimes a door may be
locked, however. Should you attempt to open a locked door, you will be presented with
the following options:
Break Door Down: Two of your strongest characters take the front positions in
the party (you may need to move them there) and prepare to slam into the door's
center. Depending on the solidity of the door (after all, no one's going to break
through a 10-foot thick, steel plated door), your party may succeed, opening the pathway.
Doors which are broken down cannot be closed. If your characters were particularly
strong, there's probably not much left to close anyway.
Pick the Lock: Pulling a set of lockpicks from his pocket, your Rogue will need
to move to the front of the party to begin work on his exacting art. Depending on
the complexity of the lock and your Rogue's skill, you may hear that fateful click
and watch as the door slides open before you.
Cast Foramen spell: The rest of your party moves aside as one of your magic
users begins to weave the incantation that will hopefully get you by. If successful,
the lock is magically altered, and will remain permanently unlocked.
Close Door: Your party barrels down a hall with 50 different forms of dungeon
denizens hot on its trail. Finally, you reach a room, open the door and run inside.
The last thing you want to do is leave the door open behind you! Select Close
Door instead.
Open Chest: It's a happy sight for tired and battle worn eyes. It's what you've come so
far and found so hard to achieve . . . the trinkets nestled safely in a treasure chest. When
your party finds a chest, just select Open Chest to attempt to get inside to the goods.
Just like Open Door, the character at the front of the party flips the lid on the chest, so
if something blows, it'll be in his or her face.
Traveling Tips
While exploring dungeons, keep these things in mind:
•
Put your characters with high perception, strength and agility in the front of
your party. They'll have the best chance to notice traps before they're set off and
will be able to open doors with a shove.
•
Most dungeons are not lit. Be certain you're carrying torches or a lantern and a
tinder box to light them. Magically gifted characters may also light the way
with a Fiat Lux spell or Magicians may magically charge their wand to contain
an automatic, inextinguishable light spell. (See the Arcane Lore section of this
manual for more information on Wand Spells.)
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It's time to break out the adventuring gear and head for the signpost.
As you travel through Thorwal, or any of Arkania's towns, you'll see
posts pointing the way to one destination or another. Typically, there
are numerous posts in a single town, each leading to a different
destination. Among all the posts, though, there are two, basic
differences:
Harbors: Signposts at the water's edge give you the chance to secure passage
aboard ships traveling to various locales. Since ships come and go, the destinations
found at these ports change daily. A word with the Harbor Master can offer you an
expanding look at the harbor's traffic. When you step up to a port's signpost, you'll
receive the Port Options.
Path/Road: Signposts at a village's edge note the way of roads and paths to other
towns, and follow the general layout of Arkania. For example, signposts to the east
generally lead to eastern destinations . When you opt to travel on foot, you'll enter the
Traveling Options.
Packing Your Bags
Before your characters head out of town, spend a few minutes with them. It may be
several hours (maybe even several days) before they see a town or a merchant again.
Make certain they're prepared for the trip:
•
Check the amount of rations and water each character carries. If you feel it's not
enough for the trip, buy more from a merchant. Pizza places do not deliver to the
middle of Orc territory.
•
How are your character's hunger and thirst levels holding out. Fill their bellies
and quench their thirst before they leave. Otherwise, you may be forced to stop
mid-route when a character complains of hunger pangs.
•
Are all your weapons and armor whole? If not, visit a smith to make the necessary
reparation.
•
Are your characters well rested? If not, catch some shut eye.
•
Should you make a last-minute trip to a healer to treat disease, wounds or poison?
•
Do you have a good selection of herbs, potions or other things that you might
need? Also, don't ignore adventuring gear.
•
Put your best character forward. If you're traveling in the wilderness, characters
with strong Nature skills are best to lead your party. They will also notice
tracks and other landscape features that lesser skilled companions might miss.
Characters traveling by boat are best lead by a character skilled in survival skills.
As the party waits in cramped corners and shares day to day life with the ship's
denizens, such skills come in handy.
•
Did you remember your travelers' checks?
Leaving TownVia Ship
Many of Arkania's settlements grew around bodies of water. These waterways allowed
for easy passage of goods, and generally offered settlers fertile land on which to build
their homes. As sailing vessels evolved from small two-man crafts to giant, merchant
ships, Arkania's water towns developed thriving port industries — fishing, cargo and
transportation among others.
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These harbor towns generally service ships that travel along the coast to the next
settlement. For the most part, the vessels travel to sizable cities, which generally offer
good trade, and within a short range of their home port. In the large cities, however,
there are often many destinations as ships come and go from all areas of Arkania to
purchase and sell wares. Some large ports even offer transportation across the Gulf of
Prem.
Whether your party travels across the Gulf or just up the coast, it will encounter all
kinds of sailing vessels . . . from the custom cruiser yacht to the small, fisherman's
dingy. The smallest ships are generally capable of traveling 30 miles per day while the
large trading ships can cover up to 120 miles per day. Often, the speed of a ship's travel,
not to mention its direct route, is worth the price of a day spent waiting in town for a
faster ship heading to your destination.
As your party nears such a harbor with plans of seafaring, you'll see its sign, and, stepping
to the dock, will be offered the Harbor options.
Book a Passage: Is your party interested in a bit of seafaring? Select Book a
Passage to make your reservations. Realms will show you a list of ships at
anchor in the harbor and their destinations; this list changes as ships depart and
new ships come in (see the Harbor Master for a complete schedule of expected
ships), so check back if nothing available suits you. If you're interested in a
certain destination that's available, select it, and the ship's captain will tell you
about his ship and your cost to board it. While he talks, listen carefully — the
condition of his ship will affect your party greatly. The expensive ships generally
travel the fastest, and luxurious ships offer your party a more restful (and healing)
trip. Your party may prefer to forgo passage on a small, leaky skiff even if its
captain offers you free passage to your destination. On a longship, for instance,
your characters are expected to man the oars and won't get much of a chance to
rest during the voyage. Other times, when your cash reserves are low, or if your
party really, really needs to get somewhere, any old ship will do.
Looking the current offerings over, you may select the boat of your choice. Should you
accept the captain's offer, he'll note the departure time before returning to his ship with
your fare. You may board the ship now or at any time before it leaves port. If you have
a few hours on your hands, you can head into town. However, keep your eye on the time
(click the Time Tracker), and return before your ship's set to leave. Since you're not a
dignitary, and the captain already has your money, he will not hesitate to leave without
you.
Harbor Master's Office: For a small gratuity, the Harbor Master has a world
of information for the roaming party. He'll gladly tell you about all ships leaving
the harbor and even those that are expected (within a reasonable time frame
anyway). For parties traveling to obscure destinations that are serviced rarely, the Harbor
Master's knowledge is essential; he might be able to tell you of a small skiff leaving in
two days that will, at long last, get you to your destination.
Go On Board: If you've booked a passage on a vessel, select Go On Board
when you're ready to leave town. After selecting this option, you'll spend your
time chatting with other shipmates or looking for fish over the sides of the ship.
Once you board a ship, you are on board until it reaches its final destination and have no
influence on the ship's course.
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Leave Harbor: If your ship hasn't come in, or if it's not going to be leaving for
a while, select Leave Harbor to return to town.
Heading Out on Foot
Dust off the backpack and put on your best leather boots . . . your characters are out for
a bit of that heel-to-toe shuffle. Anywhere your party finds a land locked signpost,
Arkania offers this type of adventure. Just step up to the signpost to discover where the
road or path heads. Keep in mind that each city typically has more than one signpost, so
checking around, you'll find roads to more than one destination.
When your party reaches such a signpost, you'll see a screen similar to the one below:
Description: Move the pointer to any area on Arkania's map and click with the left
mouse button. You'll see a description of the area, its peoples and its climate. While
your party can't travel to any old location you click on (remember, you're heading out on
a specific road to a specific place), this feature allows you to see Arkania's geography
and demographics quickly. Reviewing this map can be very useful in planning your
routes across Arkania, or, for the curious adventurer finding out about Arkania's many
towns and cities. However, sometimes dirt tracks or wilderness routes will not be so
obvious. It may be necessary to check the possible destinations by actually investigating
a settlement's journey points (signposts) to find these “hidden” routes.
Traveling Options: Click the right mouse button to show you the paths available from
this signpost's road. You will see your current location highlighted with a pulsing blue
circle, and the targeted destination will be highlighted in red. If the destination is okay
with your party, select it and you're off. You may also select “
BACK
” to return to the town
you're currently in. If you decide to travel, Realms will show you your party's progress
on the map, and will deposit you safely at your destination . . . unless your party
experiences one of the hazards of traveling. These hazards are collectively grouped into
the next sections of the manual, “Adventuring” and “Combat.”
Traveling Time
Under normal circumstances and decent traveling conditions, your party can cover about
30 miles per day. Depending on the season and road conditions, this distance could be
reduced. Wilderness travel along hidden and overgrown routes can be tremendously
difficult, decreasing your maximum traveling distance to approximately 15 miles per
day.
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In a world filled with creatures of untamed decorum, things such as easy trips and
experience for the asking aren't the norm. While your party travels from one point to
another, it may encounter certain problems. Perhaps it's a bandit demanding all the
party's ducats. Yet, it could be a kindly old sage, wounded by an Orc attack. Will you
spare all your astral points to heal him? And if you do, will he leave you coins in thanks
or will he crisp you and your companions once he's restored? These, and many other
questions, face any party out on Arkania's wilds.
Hunger & Thirst
The most common problems of adventuring are hunger and thirst. While on the trail,
your characters use energy, and naturally, they need food and water to continue their
pace. When your characters are hungry or thirsty, Realms will let you know. Although
the computer's CPU will not growl, you'll see a message telling you that your characters
are in need of nutrition. Just click the right mouse button to stop their progress. Soon,
you'll be at the Camp options (covered later in this section). While in camp, review
your characters, fill their bellies and quench their thirst. If you're out of rations and your
skins are dry, try your hand at Replenishing Supplies (also covered in the Camp options
later in this section). Should you choose to ignore your characters' hunger and thirst,
starvation and dehydration are virtually inevitable.
Elements
Your warrior's limbs will barely move, and your elf's ears have a light coating of frost on
them. Welcome to the elements. When your party travels through snow or the scorching
heat of summer, the weather affects them and their rate of travel. Crossing through the
woods in the height of winter dressed in your Miami finest might cause frostbite, not to
mention the extra effort required to traverse seven foot high snowbanks. Make sure that
your party is appropriately equipped for the weather they may be traveling through.
While traveling through such extremes, check your characters often to be certain they're
not overly exposed to the elements. Right click to stop traveling and make Camp,
covered later in this section.
Terrain
Walking through one of Arkania's many fjords, your Magician suddenly drops from
sight leaving only a wafting “yelp!” and a sliding footprint behind. Arkania's crash
course in “An Up Close Look at Geography” can hit your party at any time during their
adventure. Whether it be a gaping cliff that your party failed to discover in all their
merry making or a simple step that triggers an avalanche of snow, such geographic
disasters are not uncommon. When your party experiences such an event, Realms will
report the damage. Of course, your party can defend itself against such happenings by
appointing a nature lover to head the party. He or she is more likely to notice such
things, given their appreciation for and understanding of the out of doors.
A Good Place to Rest
Occasionally, your characters will notice a particularly comfortable looking resting place.
Its grass is mossy green, providing a comfortable ground to recline on. A brook trickles
past, and the tracks of watering game haunt its sides. You may decide to set camp,
ending the journey earlier than planned. While the party won't cover the maximum
distance for the day, they may rest more easily, enjoy more of its benefits, and awake the
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next morning full of energy. And, if the game is as good as the tracks hinted, they may
well leave with full bellies and packs.
Forced March
Sometimes, a tempting camping spot may not be enough to get your party to stop. You
know you can reach your destination before nightfall. You're fairly certain you can
make it, and so decide on a forced march, keeping your party moving longer than it
normally would. Just right click while traveling on the Journey Map and select “Force
March” to push your party on. Keep in mind, however, that there are no guarantees your
party will reach its destination before nightfall or before everyone is tripping on everyone
else from sheer exhaustion. Camping will then be necessary. Your party, wiped from
the day's efforts, will likely require more sleep than a simple night's rest can offer, and
won't be able to exert the extra energy two nights in a row.
Scouting
As your party travels along, the lead character keeps a careful watch for any interesting
features . . . a neat trove of herbs, a collection of karen tracks or perhaps your party
heard a rumor in town about a wild magician who roams these parts. Should your
character notice anything out of the ordinary that might help your party, or if rumors
begin turning to fact, Realms will let you know.
Camping on Route
As the night falls, so too do your characters' eyelids. 'Round about 8:00 p.m., your
adventurers will make camp for the night. Although they may not be tired, hungry or
otherwise in need of rest, they do know well the dangers of traversing Arkania in the
dark, and so, being intelligent characters, they make camp for the night automatically at
8:00 p.m. Characters may also “force” a Camp at any time mid-route, should they need
to gather supplies, heal a wounded comrade or dazzle off a magic spell or two. To force
a Camp, click the right mouse button. When your party forces a camp or settles in at
8:00 p.m., the marshmallows come out, and campfire chatter begins. While here, your
characters may perform various activities.
Set Guard Duty: While your characters sleep, who knows what creatures may
creep out of the forest and into your sleeping bag. To protect your party from
ambushes, rogues and other creatures of the night, Set Guard Duty before going
to sleep for the evening. When you select this option, Realms will ask you to select a
character to stand guard for each of three shifts. Characters with high danger sense and
intuition make the best guards, but be certain they get their fair share of sleep, too.
Characters who stand guard cannot do other activities like hunting, so you might want
to take care of other duties before setting guards and going off to sleep.
Replenish Stocks: As your party travels through Arkania's outback, they may
use their rations and drain their waterskins dry. Whenever your characters make
camp and you're running low on supplies, it's a good idea to try replenishing your
stores. Select Replenish Stocks and a character to do the hunting. Generally, characters
skilled in nature and perception have the best chance of success. Keep in mind though,
that you can captain two expeditions in a night, and each character may hunt only once.
If all goes well, though, Realms will tell you about the grub you found; the food and
water will be used immediately or stored for future use, depending on the needs of the
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team. On the other hand, should your attempt fail you're free to try again, one more
time, with another character.
Use Skill: Leaning heavily against a tree, your hunter slowly lowers himself to
the ground. He is wounded, no doubt, and your healer goes to his side. Selecting
Use Skill, the healer can do wonders: Treat Wounds, Treat Disease or Treat
Poison . Select a skill to perform, and, if necessary, a person to perform it on. Depending
on the skill level of the character, life points may be restored to the wounded, or the
poisoned and diseased may be cured. Characters wishing to spend their time brewing
magic or healing potions may opt to use the Alchemy skill. To mix potions, the character
must have:
•
An Alchemy set
•
All necessary containers
•
All necessary herbs•
An appropriate recipe
Needless to say, a solid skill in Herb Lore and Alchemy helps. When your character
mixes his brew, Realms will let you know the outcome. Regrettably, if the alchemist
puts together a brew that melts the very jars in which it was concocted, he or she will
fail the attempt, and all the ingredients and containers used in the mix will be lost (after
all, who wants a potion that doesn't work or a flask with residue of “eau de la attempt”
on it?).
Use Magic: Magicians just aren't known for kicking back during leisure times
to gossip. They are, by the by, not interested in Ian the Brave's hacking of an Orc
or Sir Shaun of Crispy's escapades in one of Arkania's taverns. Instead, Magicians
use the quiet of camp to meditate or to empower their mighty wands. When you select
Use Magic, characters may do just that.
Meditate: Generally reserved for Magicians of either sex, meditation focuses a
character's energy on his or her magic power so dramatically that it drains the
character physically. Doing so, he or she converts life points (LP) to astral
points (AP). Other magic-using Archetypes who carry at least one dose of thonnys
in their packs may meditate as well.
Wand Spell: Available only to Magicians or Magiciennes, this option allows
the magic user to attempt a transfer of some of his or her astral points to a
magical wand. Cloaked in darkness, the Magician spends hours focusing his
mind, his magic and his energy over the wand until it accepts the spell itself.
Taking a lot of time, the transfer of energy also consumes many astral points, but
is permanent once charged. Should your character choose to cast a wand spell,
regardless of success or failure, he or she will be unable to perform any magic
for the remainder of the camp. (For the exact method of transfer, refer to the
Arcane Lore section of this manual.)
Cast Spell: During camp, characters may require healing, or other spells that
may give your party an advantage on the elements. To cast a spell, select this
option, a magically talented character, the spell group and the spell itself. (For
further information on spells, refer to the Arcane Lore section of this manual.)
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Gather Herbs: Used in every alchemist's potion, herbs are a source of magical
power for the party and are plentiful in Arkania's forests. Selecting this option,
you'll choose a character for the search and send them off for a time. While a
character's success depends upon the area searched, those skilled in Herb Lore and
Perception find herbs more quickly and are generally better at identifying herbs than
their less gifted companions. When the character returns, you'll be told of his or her
discoveries.
Sleep: Ah. Rolling back their bedrolls your characters settle in for the night to
awaken at 8:00 a.m. sharp (those medieval alarm clocks, you could count on
them). Before opting to Sleep, complete all your other camp business . . . healing,
meditation, setting guard, etc. As your characters sleep, they replenish both astral and
life points. But, then again, they may not sleep so well. (See Combat for more
information on attacks against sleeping parties.)
The residents of Arkania possess much information that may be useful to your party.
Sometimes they can be persuaded to send a few tidbits your way, that is, of course, if
you strike the right note with them. Some may prefer flowery small talk while others
would rather get to the point.
Talking with NPCs
When conversing with Arkania's residents, you will be presented with several possible
statements that your party may make. Often, you may progress through several rounds
of statements before the two of you reach a mutual accord.
Traveling with NPCs
Non-player characaters may be convinced that joining your party is a good idea in much
the same way. Get on their good side, and they'll put their lives at stake for you and your
party. Tick them off, and well . . . you'll likely find yourself at the end of their blade.
When you meet an NPC who's inclined to join your party, he or she will offer their
services. Just like your own characters, you may review the NPC, study his or her skills
and swap items if you like. You may not, however, control the NPCs in combat.
Just as they freely joined your party, NPCs may leave. It could be you'll wake up one
morning to discover the NPC has left . . . leaving only fond memories.
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On their journeys through the northern reaches of Arkania, your characters will meet more
than friendly fellow travellers. Brigands, robbers and starving wolf packs will conspire to
deprive them of their cash, and possibly their lives. Occasionally, your characters will be
passing time against their bedrolls, when they are summarily ripped out from under them (no
doubt an embarrassing event for some characters). When action is required and the time
for polite diplomacy has passed, their weapons are forced to speak - so begins combat. For
the hack-slasher, this is the ultimate event and sport.
Who's On First?
Combat moves forward in rounds — allowing each member of each group, yours and your
opponents, a maneuver, whether it be a spell, a thrust of a sword or a parry. When your
party and a group of monsters square off, Realms determines who has initiative — the first
shot. A character or monster with “initiative” is allowed to attack or move first, and
initiative goes down the line until the last character or monster has made a move. Realms
determines who has initiative by checking out several factors:
•
Were the characters or the monsters surprised? Surprised combatants are usually
re-attaching their dropped jaw when the first blade strikes.
•
How courageous (CR) are your characters in comparison to their foes? Courageous
characters leap to the call danger, and have no fear of encountering a dangerous
beast. Characters who are not so courageous, however, tend to hang in the
background, anxious that they'll break a nail.
•
Every character and monster is allowed to act once per combat round. He or she
may attempt more than one action, but they must all be performed back to back,
without any other character acting in between.
•
Your character also automatically parries once per round. Things can get hairy,
however, if two monsters are attacking your character . . . and he or she can defend
against only one.
•
A few monsters of extreme stature can attack more than once per round, but they
cannot parry more than once.
Ouch. Quit It.
The sword swings, cuts your shirt in half, slices through both suspenders and leaves a
crimson trail across your body. As your pants fall to the ground, you discover you've been
hit . . . a common occurance in Arkania.
When a monster attacks a character it may land a successful hit (hopefully your character
will block it, though), and it may cause damage. Naturally, a giant Ogre fighting with a club
the size of a Buick is going to do a lot more damage than a measly dwarf with a walking
stick. If a hit is successful, though, it may do from 1 to 20 hit points of damage. However,
depending on the armor worn, the actual amount of damage done may be lower. Any
damage taken by the character is removed from his or her life points. If his or her life points
reach 5 or lower, the character will slip into unconsciousness and become a ridiculously
easy target; sometimes, though, the opponent may just leave your character for dead. If life
points fall to zero, the character will die.
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Making Your Move
Before the combat begins or its options are shown, a character's movement points (MP)
are determined. Since movement takes time, and a rapid transit system is not yet available
in Arkania, there is a limit to how much a character can do. Each character may move up
to eight squares in the combat area during each round of combat. Some characters may
have less than eight points if they are encumbered, however. It's a tad hard to zip across
the ground when you're wearing 300 pounds of armor.
Entering the Combat Screen
Movement points are used for both movement, like stepping to the side, and for actions.
Each action you take, whether it be to move your feet to approach a monster or to lift your
arms to fire a bow takes time, and requires a certain amount of points. Throughout the
combat, Realms tells you the MP cost of certain actions while displaying the character's
remaining points.
As the peaceful night passes, your characters suddenly find themselves face to face with
creatures whose idea of a good time is slam-dancing to Lawrence Welk music. When your
party enters combat, you'll see a screen similar to the one below.
The combat screen is made of many different parts that combine to show a “realistic” view
of the action.
•
Active Character: Realms shows you who's currently selecting or acting out a
particular move. In this case, it's Foots who's ready to perform some action.
However, it could a monster. Realms allows everyone a chance, according to their
initiative. Sleeping characters, however, haven't a chance until they wake. The
active character stands in a highlighted square.
•
Inactive Characters: Aside from the character currently taking his or her turn, all
other characters are inactive and are waiting for their turn to take a course. These
characters may be potential targets for a knife or a spell, or they may be party
Inactive Characters & Monsters
Active
Character
Options
Active
Character
Position
Combat
Area
Targeted
Opponent
or
Damage
Indicator
Active
Character
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members you'll need to protect. They will automatically parry the first attack against
them, but, since they can parry only once per round, they become sitting ducks
afterward (so don't let them get surrounded).
•
Active Character Options: As each character takes his or her turn in combat,
Realms offers combat options to select from.
•
Active Character Position: The active character stands in a highlighted square.
•
Combat Area: Realms combat area is representative of the terrain where the
encounter occured. It is laid out in a grid, allowing characters to move north, south,
east or west. Characters may not move diagonally. At least one side of the combat
area will always be “open,” allow party members and monsters a route of escape.
•
Targeted Opponent: A picture of the targeted opponent appears when you have
selected it for attack from the combat area.
•
Damage Inflicted: Sharing the same space as Targeted Opponent, the damage
inflicted reveals the results of your character's or a monster's actions. Appearing as
different colored “stars,” the colors and numbers show you what's happened:
Red & number:
Character was hit for # damage.
Green & number:
Monster was hit for # damage.
Blue:
Character fumbled attack or parry.
Orange:
Opponent fumbled attack or parry.
Light Red:
Hit was absored by armor, no damage.
Yellow:
Attack was parried.
Brown:
Character's weapon has broken.
Pink:
Character has lost consciousness.
The Combat Options
As your party prepares to face off against its foes, your magicians, fighters and cutthroats
contemplate their potential actions. Will they fight the creatures
before them? Perhaps your Warrior will move into a better position.
Your Magicienne, on the other hand, prepares to unleash an awesome
blast of fire.
As your characters move through combat, Realms offers each of
your characters these choices and more. Next to each combat option,
Realms lists the amount of movement points that are required to
complete the action.
Move
The monster's just out of reach, but dangerously close to your Warlock who appears to be
down for the count. To get your Warrior's blade within range of the creature's body, select
Move. Unless encumbered, a character may move up to eight squares per combat round.
Should you move your character, keep the following things in mind:
•
A character can only move forward, back, to the left or to the right, with a cost of 1
MP per square entered.
•
A character cannot pass through squares already occupied.
•
Squares containing walls or certain objects cannot be entered. It's a bit tough to
pass through solid rock.
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•
Squares containing dead or unconscious characters or opponents can be
entered.
•
If a character crosses the edge of the combat area, Realms will ask you if
the character is trying to flee. If you answer yes, the character is out of the
fight for good. This can split your team.
Attack
The Attack option engages your characters in the art of physical combat. To
attack a creature, a character must be standing in a square adjoining the creature's
square. The only exception to this is for missile weapons which may be fired from
up to ten squares away at a creature in a direct line with no obstructions. When
you select attack, the character pulls out his or her weapon, and physically
attacks the creature.
Any form of attack costs three movement points. It also ends the character's
actions for the present combat round, no matter how many movement points he or
she may have left.
An attack takes place in one of three modes:
•
Aggressive: An aggressive attack takes the character's full concentration.
Since characters are entirely consumed with their targets, they may not be
able to parry a counter attack aimed at them. However, the attack's
momentum will be great and will have a better chance of success.
•
Careful: A careful attack takes all the character's concentration, but devotes
most of it to protection, bettering the chances of successfully parrying a
counter attack. Since the character is concentrating on his or her own
safety as well as the monster, the momentum of the strike is reduced.
•
Normal: A normal attack gives equal consideration to attack and parry.
Characters may also perform a missile or throwing attack. This type of attack
allows characters to hurl or fire a missile at an opponent up to 10 squares away.
The character must have the missile weapon in his or her right hand and any
necessary missiles in the left hand, and must have the target in the line of sight,
unblocked by high obstacles or other persons (“You idiot,” says the character with
an arrow in his arm. ”Last time I checked, I did not look like an Orc.”)
Guard
Standing their ground, a character prepares to attack anything that moves into range
adjacent to their square. Like a careful mode attack, the character's parry is
strengthened when he or she opts to guard (after all, they're standing ground zero
with that bloodlust in their eyes). Securing an area costs three movement points and
ends the character's actions for the present combat round, no matter how many
movement points may be left.
Cast Spell
Raising his hands, your magic user sends a divine blue aura heading toward a monster,
enveloping him in magical power. When your character selects Cast Spell, he or
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she can do just that. To cast a spell at an opponent, the character must have a direct, non-
diagonal line of sight to the opponent, unblocked by high obstacles or other persons. Not all
spells are usable in combat, and spell ranges vary. Casting a spell costs five movement
points and ends the character's actions for the present combat round, no matter how many
movement points he or she may have left.
Use Item
A character can use any item held in his or her left hand. During combat it's a good idea to
have an elixir or other artifact ready and in the left hand. Using an item costs three
movement points and ends the character's actions for the present combat round, no matter
how many movement points he may have left.
Change Weapon
That's a fine piece of blade you have there. Who knows where the other piece went to, but
it's clear that if you hope to live through this encounter, a new weapon is necessary. Selecting
this option, he or she puts the weapon back into the inventory and equips a different weapon
instead. This action costs two movement points. Actions may continue if the character has
remaining movement points.
Exchange Item
Exchange Item is the equivalent of Change Weapon for the character's left hand and costs
two movement points as well. Characters may continue to perform so long as they still have
movement points.
Check Values
While in combat, Realms allows you to check out all the important hack & slash statistics of
the active character. When you select Check Values, you'll see his or her current attack
value, parry value, armor class, type of weapon, hit points of weapon, life points, and astral
points. You are also shown any poison or enchantment affecting the character. This option
is particularly useful if your character seems to be acting strangely, or if you're concerned
for his or her life.
Wait
Sometimes, doing nothing is better . . . waiting it out to see what the opponent is going to do.
Select Wait to do so, and the character's actions are ended for the present round of combat
Repeat Options
Offered after a round of combat has passed, Repeat Options tells Realms that you want a
character to perform exactly the same actions he performed during the previous combat
round.
Computer Fight
If you prefer to have Realms control all the intricacies of combat, just select Computer Fight
with or without magic. Then, you can lean back and watch the action develop. A computer
fight can be especially handy once you have strategically placed your characters or if you've
pretty much trampled your opponents. You can take the lead again at any time during
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combat by simply pressing the left mouse button or any key. As soon as one of your
characters becomes active, you will have all options available again.
Quit & Reload
“Oh, oh,” you think. “The chances of me surviving this fight are nil.” Should you come to
this conclusion, select Quit and Reload. Realms ends your game, and loads it again from
any save game you select.
OOOPPPS! The Fumble
During combat, there's always a chance of a fumble, resulting in some serious consequences
for the character or monster involved. When your character juggles his weapon, there are
three possible results:
•
The fumbling combatant is struck for 1 to 6 hit points by his or her own weapon.
•
The fumbling combatant's opponent gets a free strike.
•
The fumbling combatant's weapon breaks.
After the Fight
When all is said and done, your party wipes their brows of the heat of combat, and prepares
to continue with their adventure. Before they move on their way, however, they'll have a
chance to do various things and will receive others.
Gathering the Goodies
If your party won the fight, Realms shows you any loot lying about the combat area —
including all weapons and items your opponents were carrying. If there is any loot available,
Realms will ask you to select the items you want. Just choose any item, and it's deposited
into your party's bunker. When you've taken all the goodies you want, press the right-hand
mouse button or ESC to return to normal game mode.
Getting Extra Experience
When your party wins an encounter with monsters, all surviving characters receive experience
points for their efforts. The first time they encounter a particular monster, however, they
will receive extra points for braving unknown forces.
Returning to Adventure
Everyone looks around. The Rogue checks out the Magicienne; she looks back. The
Warlock nods to the Warrior in appreciation of his efforts. And then the Silvan Elf grows
concerned. Someone is missing.
So it happens when your party returns to adventure and gets their bearings about them.
Following combat, characters may find themselves in numerous positions:
•
The team was split when one or more characters ran from the encounter. Bring
them back together and reunite them as one team.
•
One or more characters were wounded or poisoned. Have someone use Treat
Wounds or Treat Poison on them. This reduces the danger of subsequent damage.
In case of a fast-acting poison, you will need the spell Pure And Clear.
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•
One or more characters have died. Try to leave the scene of combat as fast
as possible and go look for a temple to pray for a resurrection.
A well honed blade is not the only way to face the powers of a fantasy world like
Arkania. A well crafted magic spell can work miracles as well. Your team can use
the arcane powers of the cosmos for their benefit or another's demise.
Your characters may cast spells almost anytime and nearly everywhere. In combat,
characters simply choose Cast Spell. Clicking the Use Magic icon while adventuring
will provide the same enchantment. Remember, though, that a character can only
cast a spell if his or her spell value is at least -5 and preferably better than that.
Realms allows you to cast any spell you choose. Perhaps your excentric Warlock
likes to throw off little sparklers just to impress the Witch in the group. Whatever
the case, your characters have the opportunity to use nearly any spell they please.
While in combat, though, characters have the option to cast a limited amount of
spells. As all combat actions are by necessity spontaneous, characters can only
use spells that require little or no time to prepare and cast in a fight.
Your magic-using characters learn a variety of different spells, according to their
Archetype. Spells are grouped by Arcane Lore, the ancient magical beliefs which
formed them and guided their schools of thought
Every spell in Arkania has an origin . . . a group that long ago sought the knowledge
of the gods to produce a divine effect. In this list, you'll learn about spells, their
and origins.
Magicians/Magiciennes, Elves, Warlocks/Witches and Druid/Druidesses know a
tremendous amount of spells grouped into various areas of magic. The following
list contains all spells included in this game with the attribute checks involved. The
letter in the Lore column gives the spell's origin:
M
Magician/Magicienne
E
Elf
D
Druid/Druidess
W
Warlock/Witch
Although any character may learn and cast almost any spell, the sheer number of
spells available encourages characters to specialize.
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Spell Name
Lore
Attributes
AP
Duration
CLAIRVOYANCE
Analyse All Arcane Things
M
WD/WD/IN
10
One Use
Attributes Revealed Be
E
WD/IN/CH
7
One Use
Eagle's Eye and Lynx's Ear
E
WD/IN/DX
5
Short
Exposami Creatures Rife
E
WD/WD/IN
5
One Use
Odem Arcanum Sensum Such
E
WD/IN/CH
5
One Use
Penetrating Wood and Stone
M
WD/WD/ST
5
One Use
Sensibal - Clear and Well
E
WD/IN/CH
5
One Use
COMBAT
Accurate Eye and Hand That's True
E
IN/AG/DX
5
3 Rounds
Ecliptifactus Darkness' Power
M
CR/WD/ST
10
Combat End
Fulminictus Thunderbolt
E
WD/AG/ST
*
One Use/P*
Ignifaxus Lance of Fire
M
Unknown
*
One Use/P*
Iron Rust and Rotted Wood
M
WD/CH/AG
5
One Use/P*
Lightning Find Thee
E
WD/IN/AG
5
3 Rounds
Plumbumbarum Brachadead
M
CH/AG/ST
5
Combat End
Terror Broom
W
CR/IN/CH
4
One Use/P*
Terror Power, Terror Might
M
CR/IN/CH
V
1-20 Rounds
COMMUNICATION
Necropathia Putrid Head
M
CR/WD/CH
S
Special
Witch's Eye
W
IN/IN/CH
2
Special
DEMONOLOGY
Banish Spirits
D
CR/CR/CH
13
One
Use/P*
Blood and Furor, Deadly Fate
M
CR/CR/CH
13
Combat End
Conjure Spirits
D
CR/CR/CH
V
Special
Heptagon and Eye of Toad
M
CR/CR/CH
2 6
Combat End
Skeletarius Air of Doom
M
CR/CR/CH
15
Combat End
Summon Crows
W
CR/CH/CH
13
One Use/P*
DISPELL
Destructibo Arcanite
M
WD/WD/DX
V
Special
Domination Dispell
D
WD/IN/CH
8-20
Permanent
Gardianum Paradee
M
IN/CH/ST
V
Combat End
Illusions Begone
M
WD/IN/CH
**
One Use/P*
Transformation Dispell
W
CR/WD/CH
5-50
P*
DOMINATION
Astral Theft
D
CR/WD/ST
6
Special
Ball and Chain
E
WD/CH/ST
12
Combat End
Bambaladam
E
IN/CH/CH
8
Combat End
Confusion
D
WD/WD/CH
8
Combat End
Dance!
D
CR/WD/CH
6
Combat End
Evil Eye
D
CR/CH/CH
8
***
Great Need
W
WD/IN/CH
8
Combat End
Horriphobus Deadly Fear
M
CR/IN/CH
7
Combat End
Master of Animals
D
CR/CR/CH
8
Combat End
Meekness
W
CR/CH/CH
5
Combat End
Respondami Veritu
M
WD/IN/CH
5
Special
Somnigravis Thousand Sheep
E
WD/CH/CH
8
Combat
End
ELEMENTS
Conjure Elemental
D
CR/WD/CH
V
Combat End
Nihilatio Graviti
M
WD/ST/ST
10
1 Turn
Solidirid Rainbow's Hue
E
IN/AG/ST
14
10 Rounds
HEALING
Balm of Roond
E
CR/IN/CH
7-up
P*
Heal Animal
W
CR/IN/CH
V
P*
Pure and Clear, Herbal Tea
M
WD/WD/CH
V
P*
Rest the Body, Rest the Mind
E
WD/CH/ST
7
1 Sleep
Witch's Spit
W
IN/CH/ST
V
P*
ILLUSION
Camouflage
W
WD/CH/AG
6
Short
Chameleony Mimicry
E
IN/CH/AG
5
Combat End
Duplication Double Me
M
WD/CH/AG
8
Combat End
Witch's Knot
W
WD/IN/CH
4
Combat End
MOVEMENT
Acceleratus Speedy Steed
E
WD/AG/ST
7
10 Rounds
Foramen Foraminor
M
WD/WD/DX
V
One Use/P*
Motoricus Motilitens
M
WD/DX/ST
V
Special
Transversalis Telporti
M
WD/ST/ST
15
Immediate
Walk On Ice, Walk On Snow
E
WD/AG/ST
V
Special
Without a Trace, Without a Track
E
IN/AG/AG
V
Special
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TRANSFORMATION
Arcano Psychostabilur
M
CR/WD/CH
7
1 Hour
Eagle, Wolf, and Great White Shark
E
CR/IN/AG
7
1 Hour
Fire's Bane
W
CR/CR/ST
7
Lvl x Hours
Increase CR, WD etc.
V
WD/CH/****
7
2 Hours
Magic Armor
E
IN/AG/ST
AR*
5 Minutes
On Ocean's Floor, In Lake and Stream
E
CR/WD/ST
V
Special
Paralyze Paralone
M
IN/CH/ST
13
P*
Salother Mutother
M
WD/IN/CH
F*
P*
Visibili Vanitene
E
WD/WD/AG
5
Variable
TRANSMUTATION
Abvenenum Bile and Rot
E
WD/WD/DX
5
P*
Aeolitus, Come and Veer
E
WD/CH/ST
5
Special
Burn!
M
CR/WD/ST
1-20
One Use
Calm the Storm and Still the Winds
E
WD/CH/ST
V
Special
Claudibus Clavistibor
M
WD/DX/ST
V
1 Hour
Darkness
D
WD/WD/DX
3
Lvl + 3 hours
Fiat Lux
E
WD/WD/DX
1
Lvl + 3 hours
Freeze the Soft, Stop the Flow
M
CR/WD/ST
1-20
Special
Melt the Solid, Flow the Hard
M
CR/WD/ST
1-20
Special
Silentium Silentill
E
WD/WD/CH
5
1 Turn
* = Equals damage caused
** = Level of Illusion x 2
*** Until end of combat or until attacked by player
**** = And the appropriate attribute
V = Varies
S = Special
P* = Permanent
AR = AR lowering equal to Astral Points used.
F* = MR of target times 3 multiplied by Astral Points used.
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Appendicies
Here, in the appendices, you'll find all the information you need about your characters, from
their Archetypes and their skills to the deities that influence everyday life. You'll also find a
section on Customer Service that tells you what to do and who to call should you become
stuck while playing Realms or if your disk gets trampled by the well-meaning family pet. A
section on hints and tips is also included to help you on your adventure.
All characters in Realms have certain backgrounds, specialties
and physical attributes that make them different from each
other. This diversity provides for 12 different peoples, or
Archetypes, within Realms. When you create your
characters, you may select their Archetype by placing your
own attribute values using New
Attributes and Select Archetype.
You may also select Choose
Archetype to have Realms place
all the attribute values for you.
This section contains the low down on Archetypes, from
their specialties and the attribute requirements to the
characteristics and peculiarities of each. A space is also
provided for your notes within each Archetype.
Jester & She-Jester
Requirements
Special Training
CR
12
SN
7
Survival Techniques
WD
AC
CH
CL
DX 12
AV
Magic
AG 12
NE
IN
CU
None
ST
VT
Notes:
These men and women of the road are well-versed in all kinds of survival techniques.
Having a fair share of experience with rogues and pickpockets, they well know how to
protect themselves and the party.
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Hunter & Huntress
Requirements
Special Training
CR
SN
Missile Weapons
WD
AC
Hunting
CH
CL
7
DX
AV
Magic
AG 12
NE
IN
12
CU
None
ST
VT
Notes:
These remote loners possess a thorough knowledge of Arkania's wilderness, its game and
its dangers, and, through years of training, are incredibly proficient with many kinds of
missile weapons.
Warrior & She-Warrior
Requirements
Special Training
CR
13
SN
Combat
WD
AC
Survival
CH
CL
DX
AV
Magic
AG
NE
IN
CU
None
ST
12
VT
<4
Notes:
Warriors are masters of armed combat, and are often sorely needed to ensure a party's
survival in these violent times. Due to their training, they are a strong and hardy people
with the ability to don the heaviest armor and to carry two-handed swords. Members of
this Archetype are known to be fairly laid back (drinking only decaf) to keep their
awesome fighting skills in check.
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Rougue & She-Rouge
Requirements
Special Training
CR
12
SN
Thievery, Trickery
WD
AC
City Skills
CH
CL
DX 13
AV
Magic
AG 13
NE
IN
CU
None
ST
VT
Notes:
Whether pickpockets or tricksters, Rogues are at home in crowded towns and cities where
they have ample opportunity to prove their particular skills. In the wilderness, however,
Rogues are lost, often preferring to stay close to the party.
Thorwalian
Requirements
Special Training
CR
12
SN
7
Combat
WD
AC
CH
CL
DX
AV
Magic
AG
NE
IN
CU
None
ST
13
VT
Notes:
The hulking Thorwalians, equally honored and feared as sailors and fighters, are particularly
well known for good living and a lust for battle (be it against others or the forces of nature).
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Dwarf & Dwarvess
Requirements
Special Training
CR
SN
Smithing
WD
AC
Axe/Combat
CH
CL
<4
DX 12
AV
7
Magic
AG
NE
IN
CU
None
ST
13
VT
Notes:
The Little People of Arkania are excellent smiths, and can value jewelry and other precious
items with great accuracy. Their hands and eyes are also accurate with an axe; once
sighted, a target is seldom missed.
Warlock & Witch
Requirements
Special Training
CR
SN
Nature, Social
WD
AC
<
4
Intuition
CH 13
CL
DX
AV
Magic
AG
NE
IN
12
CU
Non-book
ST
VT
Notes:
In contrast to magicians, Witches and Warlocks do not derive their powers from the
accumulated bookish knowledge of centuries, but from an intuitive understanding of human
and animal nature.
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Druid & Druidess
Requirements Special Training
CR
13
SN
Nature
WD 12
AC
CH
CL
DX
AV
Magic
AG
NE <4
IN
CU
“Dark” Spells
ST
VT
Notes:
The secretive Druids are distinguished as much by their knowledge of dark spells of control
as by their love of nature in all its aspects. Their love of life may contribute to their reputation
as skilled healers. Their beliefs forbid them from using metal armor and weapons for fear of
destroying their divine power.
Magician & Magicienne
Requirements Special Training
CR
SN
<4
Survival
WD 13
AC
Science, Lore
CH 12
CL
DX
AV
Magic
AG
NE
IN
CU
Formula
ST
VT
Notes:
The adepts of the magical arts consider themselves scientists, and delight in the discovery of
spell formulas and other arcane mysteries. Still, their sorcerous skills allow them to survive
under distinctly hostile circumstances, even if their mundane skills would not suggest anything
of the sort.
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Green Elves
Requirements
Special Training
CR
SN
Nature, Social, Body
WD 13
AC
Missile Weapons
CH
CL
DX
AV
<4
Magic
AG 12
NE
IN
CU
Natural
ST
VT
Notes:
Of all the elven folk in Arkania, the Green Elves have had the closest contact with humans.
They are not adverse to sitting 'round campfires discussing a day's events, and are
occasionally spotted in Thorwal's taverns. While slight of stature, Green Elves possess a
great deal of magic and skill with missile weapons and have much in common with Human
mages, who are rumored to receive training on occasion from their Elven counterparts.
They are also very self-disciplined.
Ice Elves
Requirements
Special Training
CR
SN
Nature, Endurance
WD
AC <4
Perception
CH
CL
DX
AV
Magic
AG 13
NE
IN
12
CU
Yes. Unknown
ST
VT
Notes:
Very few members of the Ice Elf family have ventured beyond their native grounds, and
they are seldom seen in southern areas of Arkania. They seem to possess an almost
unknown magical sense, and their spells often puzzle magic users of a more traditional
mold. Also a puzzle to outsiders is their remarkable endurance, and keen sense of perception.
They're also not too shabby when it comes to using missile weapons.
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Requirements
Special Training
CR
SN
Nature/Survival
WD
AC
Bow, Intuition
CH
CL
DX
AV
<4
Magic
AG 13
NE
IN
13
CU
Yes
ST
VT
Notes:
Silvan Elves live a secluded life in the dense forest of northern Arkania. There, they provide
for themselves and are almost entirely self-sufficient. Needless to say, they have developed
great nature and survival skills. They are also acknowledged masters of the bow, and
possess a well-rounded understanding of the magical elements.
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Appendix B: Skills
All Arkanian characters need certain skills to survive in their sometimes friendly, often
times hostile, environment. In Realms, these skills are broken down into seven groups
which all Archetypes have the ability to develop: Combat, Body, Social, Nature, Lore,
Craftsmanship and Intuition.
Skills range from -20 to a +18. Those on the lower end of the scale would have trouble
pickpocketing an empty pair of trousers while those on the high side could steal money from
a man counting it. Some skills, too, are harder to increase than others.
When your characters attempt to perform certain actions, Realms checks the action against
your character's skill level to determine the action's success. A highly skilled character
(+18) will likely perform an action with ease. His inept companion (-20) will likely fail.
However, regardless of a character's proficiency in a skill, he or she may attempt to use it.
Combat Skills
A character's Combat skills determine how well he or she holds up, both offensively and
defensively, against foes. These values are used to calculate a character's attack (AT) and
parry (PA) values. On reaching a new level, Combat skills can be raised by 1 point.
•
UNARMED: This skill encompasses boxing, wrestling and kicking. It is a skill to
fall back on in case the character's weapon breaks.
•
EDGED WEAPONS: This skill governs the use of all weapons used in a striking
fashion, which includes the majority of edged weapons (sabre, cutlass, etc.), and
also some blunt weapons such as the mace and morning star.
•
POINTED WEAPONS: Epee, rapier and foil, as well as all knives and daggers, are
included in this category.
•
SWORDS: Swords are used as striking weapons, but can be used to pierce as well.
They are handled easily and are readily available.
•
AXES: Axes and hatchets are favored weapons of the northern Arkanians and are
easy to find. Axes, like the orc hook or the barbarian war axe, do a lot of damage,
but require a lot of skill to handle.
•
POLE ARMS: This skill is used not only for spears and pole arms, but also for
quarterstaves and double fleurs.
•
TWO-HANDED SWORDS: This skill governs all two-handed swords such as the
tuzakian or the rondracomb. Normally, only warriors learn to handle these awkward
weapons.
•
MISSILE WEAPONS: The most common types of missile weapons are the various
types of bows and the crossbow.
•
THROWING WEAPONS: Throwing weapons include all javelins, throwing knives,
and throwing hatchets such as the francesca.
Body Skills
Body skills are used to regulate all athletic actions such as climbing, hiding or riding. For a
character to succeed in an action that requires a Body skill, good values for strength and
agility are a must. Depending on the skill, other attributes may play a part in an action's s
success as well. These statistics are listed in parentheses following the skill's name. When
characters gain an experience level, Body skills may be increased by up to 2 points.
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•
ACROBATICS (CR/AG/ST): Somersaults and cartwheels are a useful way of earning
money by performing for an audience. Acrobatic reactions to unexpected situations
rely more on Physical Control skill.
•
CLIMB (CR/AG/ST): Climbing is always risky, especially at great heights where
the smallest slip can have grave consequences. Along with the skill level, success
also depends on whether the character is using any specialized equipment.
•
PHYSICAL CONTROL (CR/IN/AG): A successful check against this skill allows
a character to reduce the consequences of a fall, to escape an opponent's grip or to
squeeze through a narrow crack.
•
RIDE (CH/AG/ST): This is the ability to ride horseback during daring maneuvers
without falling flat on one's face.
•
STEALTH (CR/IN/AG): The ability to move without a sound. The probability of
success also depends on the ground walked on and on the type of armor worn.
Little clangs, jingling and creaking, and the crunch of dried leaves underfoot have
a tendency to alert a potential target.
•
SWIM (CR/AG/ST): Determines how long a character can keep his or her head
above water. Any kind of armor is a large hindrance to the swimmer.
•
SELF CONTROL (CR/ST/ST): The ability to take damage without letting the pain
get the better of you. With a high self control, characters feel the wound - note its
presence - but do not react to it, allowing them to continue an action with accuracy
and skill.
•
DANCE (CH/AG/AG): Like Acrobatics, dancing offers many a crown to a
sufficiently skilled dancer performing for an appreciative audience.
•
HIDE (CR/IN/AG): The ability to find a hiding place quickly and quietly.
•
CAROUSE (WD/IN/ST): The ability to hold oneself in check while visiting taverns.
It affects the amount of beer, brandy and wine a character can drink before he or
she becomes intoxicated.
Social Skills
Social skills help (or hinder) characters in the social situations they encounter in towns
and cities. Attributes in parentheses affect the skill's chances of success. Social skills
aren't much use in the wild, unless you encounter a particularly talkative rabbit. When
characters gain a level, Social skills may be increased by up to 2 points.
•
CONVERT (WD/IN/CH): The ability to convince others that your point of view
is the correct one, especially in regard to religious matters. (“No, really, Norm,
Ifirn said that if you gave me your sword, half your rations and dove headfirst into
that stable over there, you'd be granted a miracle.”)
•
SEDUCE (IN/CH/CH): An ability to attract members of the opposite sex. When
looking for assistance, it helps if your target is attracted to you.
•
HAGGLE (CR/WD/CH): A good haggler knows how to smooth talk. In markets,
the best hagglers can get discounts of up to 50% from a merchant (tax, title and
registration are extra).
•
STREETWISE (WD/IN/CH): Helps a character to find his way in a strange town.
It also helps him or her find unguarded shortcuts, to avoid the city guards and where
to beg for the highest take.
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•
LIE (CR/IN/CH): The ability to make your opponent believe anything you tell him.
(Ah, no. That wasn't me who took your money. It was, ah, it evaporated. Yeah.
That's been happening to me a lot, too.)
•
HUMAN NATURE (WD/IN/CH): Allows you to judge the probable reaction of
non-player characters to your party.
•
EVALUATE (WD/IN/IN): This skill helps to estimate the value of artifacts and
other useful items.
Nature Skills
Nature skills are a must for survival in the wilderness. They help characters to feel at home
with the land, and are generally used whenever a party ventures outside of town. Following
each skill's name are the attributes that influence a character's success. When characters
gain levels, these skills may be increased by up to 2 points.
•
TRACK (WD/IN/AG): This skill is used to find animal tracks and judge the species
that left them (wild pig, karen... maybe a human?).
•
BIND (DX/AG/ST): Knowledge of ropes and knots helps when tying game and in
freeing oneself should you be bound and gagged by someone else.
•
ORIENTATION (WD/IN/IN): A well-honed sense of direction can be very useful,
not just in the wilderness, but also down in the dungeons.
•
HERB LORE (WD/IN/DX): Not just the knowledge of where to find herbs, but
also the ability to correctly identify and prepare them.
•
ANIMAL LORE (CR/WD/IN): Knowledge of animals is especially important in
combat, when knowing where to find a vulnerable spot can mean the difference
between life and death.
•
SURVIVAL (IN/DX/AG): Just the skill you need to find a good spot for setting up
camp, a source of water or rich hunting grounds.
Lore Skills
Almost all knowledge can be covered by a Lore skill, and in many cases, Lore skills define
a character's art. Attributes that affect the skill's performance follow the skills name.
When characters gain new levels, Lore skills may be increased by up to 3 points.
•
ALCHEMY (CR/WD/DX): This skill governs the recognition and, most importantly,
the preparation of potions and elixirs.
•
ANCIENT TONGUES (WD/WD/IN): This skill will allow your character to identify
ancient scrolls.
•
GEOGRAPHY (WD/WD/IN): The lore of far-off countries.
•
HISTORY (WD/WD/IN): Knowledge of oral and written history.
•
RITUAL (WD/IN/CH) Knowledge of the various rituals connected with the Twelve
Gods.
•
TACTICS (CR/WD/CH): Knowledge of successful combat movement.
•
READ/WRITE (WD/WD/DX): The ability to read and write in your native tongue.
Quite a rare skill in Arkania.
•
ARCANE LORE (WD/WD/DX): This skill allows characters to recognize an artifact
or judge a spell's effect. An absolute must for magic users.
•
TONGUES (WD/IN/CH): This skill determines how many foreign languages a
character speaks, and how well he or she speaks it.
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Craftmanship Skills
Craftsmanship skills are based on a character's ability to influence situations or people
with their hands and mind. All Craftsmanship skills are honed by constant use and
practice. Following the skill's name are attributes affecting the skill. On reaching a new
level, these skills may be increased by up to 2 points.
•
TRAIN ANIMALS (CR/IN/CH): Used to tame and train animals such as horses,
hounds or falcons.
•
DRIVE (IN/CH/DX): The skill of handling carts, coaches and sleds.
•
CHEAT (CR/CH/DX): A skill that promises substantial monetary rewards as long
as no one notices you are playing with a marked deck or loaded dice. Should that
happen though, expect precious little mercy.
•
TREAT DISEASE (CR/WD/CH); TREAT POISON (CR/WD/IN); TREAT WOUNDS
(WD/CH/DX): A number of team members should be proficient with these healing
skills, especially TREAT WOUNDS . . . a very commonly used skill for
adventurers in Arkania. Untreated wounds often lead to infection and disease.
•
INSTRUMENT (WD/IN/DX): Using this talent and the appropriate instrument, a
character can make some crowns at a tavern - provided, he or she hits the right note
and the mood of the audience.
•
LOCKS (IN/DX/DX): An essential skill for survival in towns and dungeons, it
includes the picking of locks on doors and chests.
•
PICKPOCKET (CR/IN/DX): Using this skill is a risky endeavor with a lot of
promise for either silver crowns or gold . . . or a pummeling if you're caught.
Intuitive Skills
Intuitive skills are not trained but are improved primarily through practice. They are,
somewhat, the character's sixth sense. Because of this, they can only be improved by 1
point when characters gain a level.
•
DANGER SENSE (WD/IN/IN): This skill provides a warning to characters of
immediate danger posed, for instance, by an ambush or a trap.
•
PERCEPTION (WD/IN/IN): This skill allows you to notice hidden signs, secret
doors, movement on the horizon or sounds behind a locked door.
Appendix C: Arkania's Deites
An ancient world like Arkania would not be complete without a multitude of deities. The
most important among these are the Twelve Gods — the pantheon worshiped by the vast
majority of Arkanians. There is also another god, a shadowy creature who inspires such
fear in Arkania's residents that his name is never spoken and has all but been forgotten.
Only in passing is he referred to as the God Without A Name.
Characters “meet” the individual divine providences when visiting the temples found in
nearly every settlement. Entering temples, characters may make offerings to the deities
out of reverence and in hopes that the temple's cleric, and perhaps even the god, will smile
on them. Needless to say, the higher the donation, the larger the smile it tends to bring.
While in temples, characters may also ask for miracles from the deities. As you might
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expect, however, miracles are a relatively rare occurance and do not happen with predictable
ease. Of course, miracles, like wishes, might come true, so be careful what it is you ask for.
The Twelve Major Deities
PRAIOS
The Sun God is also the God of Justice and the patron deity of the Central Empire, the
largest Arkanian state. He favors courage and truth, and shows no mercy.
RONDRA
The Goddess of War, of Storms and of Honorable Duels. Guile and cunning are foreign to
her, instead, courage and the willingness to sacrifice yourself for your companions are held
in the highest regard.
EFFERD
The God of Water, Lord of the Ocean's Waves and Provider of Rain in the deserts. He is
considered moody and unpredictable.
TRAVIA
The Goddess of the Hearth and Protectress of the Home is also the patron deity of marriage
and fidelity. The Temples to Travia are used for sanctuary by all kinds of fugitives, as no one
- not even city guards - dares draw a weapon on her hallowed ground.
BORON
The Lord of the Dead and one who's not likely to part with any of the souls in his care. He
is also the god of Sleep and Provider of Dreams. His symbol is the broken wheel, used to
mark graves all over Arkania.
HESINDE
The Goddess of Wisdom and Mistress of All Magic. Her temples often harbor huge libraries
and treasure troves of magic artifacts.
FIRUN
Lord of Winter, Master of the Eternal Frost and God of Hunting. He is the patron deity of
hunters, testing their strength against the most powerful of animals. Prayers and requests by
mere humans have a slim chance of swaying him. Many prefer to pray to his daughter, Ifirn,
to intervene on their behalf.
TSA
The Goddess of Life, Eternal Creator and Lady of Ressurection. Her servants are forbidden
to take any life, and she herself occasionally grants the return of life to the deceased,
wrestling a soul from the grip of Boron.
PHEX
God of Merchants and Thieves and Lord of the Night. Nothing Arkanian is foreign to Phex,
which explains why a heavy purse can go a long way to help a miracle along in one of his
temples.
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PERAINE
The Goddess of Fertility and Mistress of the Healing Arts is famous for her mercy and love
for all living creatures. Clerics of Peraine provide a large and rather divine influence on
Arkanian healers.
INGERIMM
This God of Creating and Destroying Fire and Lord of Smiths is worshiped most fervently
by dwarves - often enough, he is the only God they worship.
RAHJA
The Goddess of Physical Love, Wine and Inebriation is famous for the revelries habitually
staged in any temple dedicated to her worship.
Other Gods
SWAFNIR
The patron deity of Thorwalians (he's a half god), known to be a son of Efferd's by
Rondra. He is the Protector of Dragonships and a moody God of Gales. According to his
followers, he travels the oceans in the shape of a giant whale.
IFIRN
The daughter of Firun and perhaps one of the very few who can influence him in matters
concerning Arkanians. Although she is not a god, temples have been built for her in hopes
that it will increase the likelihood of a response from Firun.
THE NAMELESS GOD
Very little is known about this creature. Your characters will not find him or his clerics in any
temple, but they might come across these servants of the dark somewhere along the way.
Appendix D: Herbs & Poison
Traveling through Arkania's wilds, your characters will likely come across a vast array of
herbs that may prove useful in their adventures. Some herbs can be used without any prior
preparation, while others require a skilled and knowledgable character before their use
becomes apparant.
Herbs can be purchased from Arkania's many herbalists. Your party may also find herbs
throughout Arkania's wild. Naturally, a character skilled in Herb Lore will have a much
better chance to find herbs. Extremely skilled characters may even be able to gather extra
herbs as a means to make money for the party, selling his or her reserves to one of Arkania's
herbalists. And for those unlucky enough to have no party member skilled in Herb Lore,
ready-made potions are available at Arkania's better herbalists.
Mixed together with recipe in hand, these herbs can form wondrous healing agents and
deadly poisons. Without a recipe, however, your character may end up making “Vaporize
Party Immediatly” instead of that helpful elixir you had in mind.
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ARAX: Concentrated cave-spider poison. Does only light damage, but reduces an
opponent's combat values.
ATMON: This hardy flower, or rather, the salve made from it, has to be imported from
the Khorn Desert. Atmon salve increases all Body skills.
BANE DUST: A powerful poison that slowly robs magically gifted characters of their
astral energy.
BELMART: The dark green leaves of the belmart bush can be used to concoct a preventive
medicine against disease and poisons.
BLACK LOTUS: The pollen of the black lotus is used in the preparation of an extremely
potent inhaled poison.
DONF: Donf sprigs are a favored remedy of Arkanian healers, prescribed for just about
any affliction. They work best against paralysis and swamp fever, though.
FEAR POISON: A magical poison of immediate effect identical to a successful
Horriphobus spell.
FINAGE: An infusion made from young finage tree sprigs raises attributes lowered by
magic or disease to their former value.
FOUR-LEAF LONEBERRY: The berries medicinal herbs of all Arkania. They can
be eaten raw or used to prepare a concoction. They also figure in many recipes for
healing potions.
GOLDEN GLUE: This is an acidic contact poison often found on doorknobs and the
opening mechanisms of treasure chests.
GULMOND: The leaves of the gulmond bush, found mostly in the Svellt Valley to the
east of the Orcish Lands, are famous for increasing strength and endurance. The
preferred way to take gulmond is as a tea, but it is also possible to chew the fresh
leaves.
ILMEN LEAF: This is a weak hallucinogen imported from the south. The leaves are
usually smoked and their vapors are said to calm even berserkers.
JORUGA: This yellow root of about finger length is the only known cure for rabies and
valued accordingly. In northern Arkania, the joruga root can be found mostly within
Nostria.
KAIRAN: This fern plant only grows under water. It is extremely rare and is collected
mostly along the shores of Nine Eyes Lake, though it can on occasion be found in
other lakes and ponds.
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KUKRIS: A deadly poison of almost immediate effect. It is extracted from a southern
clinging root and is extremely expensive.
MANDRAKE: This common root often grows in approximate man-shape and is the
base of many magic potions. It can be found mostly in forest areas and wet grasslands.
MENCHAL: This cactus from the edge of the Arkanian deserts is a potent antidote to
various poisons.
OLGIN ROOT: The roots of the this moss species build up a resistance against all kinds
of poison and disease. Unfortunately, olgin root is very rare and thus extremely
expensive.
SLEEPING POISON: A mild, magical poison that makes an opponent fall asleep
immediately. A strike against the afflicted suffices to wake him (or her) up again.
SHURIN BULB: The shurin bulb, which is found in the Orcish Lands and the area
around Thorwal, offers a strong but very slow poison.
TARNELE: This plant, which is very similar in appearance to dandelion, can be found
almost anywhere in Arkania and is one of the most basic supplies any healer carries.
An ointment made from crushed tarnele leaves speeds up the nightly regeneration
of life energy.
THONNYS: This homely herb allows elves, witches, and druids to use astral meditation,
a practice normally open only to magicians.
WHIRLWEED: Anything said about the four-leaf loneberry applies equally to
whirlweed. This, too, is in use all over Arkania, but its effect is stronger than the
loneberry's. It should be present in every well-supplied adventurer's backpack.
Appendix E: Disease
Disease and infection are no strangers to Arkania. Anything from a bite from an infected
animal to a virulent strain of bacteria can bring any one of a number of ailments your way.
Characters may suffer many afflictions from merely being drunk to sweating out a raging
bout of Swamp Fever. Contracting some illnesses may simply be a matter of carelessness;
others may possess such ramifications that a speedy treatment is critical lest your entire
party become infected by a particularly contagious condition. Before a condition can be
treated, however, it must first be diagnosed. A character requires some amount of Treat
Disease skill just to figure out what the problem is . . . much less do anything about it. A
poorly skilled character may have difficulty recognizing a common cold.
Certain diseases may require a specific herbal treatment for any healing efforts to be effective.
Some may be so serious that trying anything less than the most skilled healer in Arkania will
be a futile waste of effort
BATTLEFIELD FEVER: Ghouls and undead are the carriers of this insidious disease
which is especially dangerous for elves. The infection spreads rapidly and with
serious consequences, made worse by a debilitating loss of strength and life energy.
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The only known treatment is the combined application of joruga root and gulmond
leaves.
BLUE COUGH: Blue cough is only possible as a consequence of numskull. The patient
must be confined to bed to prevent the disease from worsening. If this regimen is
kept up, the disease will likely pass. It may take a long time, but rest and waiting is
the only way to get rid of blue cough, once it develops.
FROSTBITE: There is no real treatment for frostbite. The best thing to do is to prevent
it by wearing good shoes and warm clothes. In extreme weather conditions - especially
in winter , the characters should avoid long marches.
NUMSKULL: A character suffering from numskull feels weak and listless, and also
suffers some damage. The biggest danger connected with a numskull infection is
the possibility to develop blue cough. The usual cause for numskull is staying in cold
water for too long without drying off properly and getting warmed up again afterwards.
Almost any healing herb can be used to treat numskull.
PARALYSITIS: This dangerous disease, which can lead to total paralysis, is mainly
transmitted by undead. The only chance a character with paralysitis has of being
cured lies in fast treatment and application of donf sprigs.
RABIES: Rabies is transmitted by bites of wild animals. It is a rare, but often deadly
disease. Also, there is the danger of the infected character attacking his or her own
companions as he or she is driven mad by the pain. For treatment, the patient must
stay in bed. The only known herb of any effect against rabies is joruga root.
TETANUS: It is almost certain that the characters will have to deal with this dangerous
disease some time during their adventures. Tetanus develops from infected wounds
made by monster bites or rusty weapons. If not treated, the infection can cause the
character's death.
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Appendix F: Role Playing Terms
ARCHETYPE: As part of creating a character, you have to choose an Archetype to
conform to. An Archetype describes the basic profession and physical makeup of your
character. There are twelve Archetypes for your characters. See Appendix A for complete
information on the Archetypes.
ARMOR CLASS (AR): Armor is meant to protect its wearer from harm. The armor
class is subtracted from the hit points of a weapon when calculating damage. Unfortunately,
armor also restricts its wearer, possibly to the point of hardly being able to move.
ASTRAL POINTS (AP): All kinds of magic are powered by astral energy, which is
measured in astral points. The amount of astral points a character has is an indication of
his or her magical powers. Magicians/Magiciennes start the game with 30 AP, all other
magic Archetypes start with 25 AP. AP can be increased at new levels. AP can be
regained through sleep, magic potions or meditation.
ATTACK (AT): Any combat maneuver designed to harm an opponent. The attack value
has a range from 0 to 20 points and measures the ability to direct an attack.
ATTRIBUTES: A character's attributes present a profile of his or her personality with
strengths and weaknesses. Attribute values can change. Realms differentiates between
positive attributes and negative attributes (Superstition, Acrophobia, Claustrophobia,
Avarice, Necrophobia, Curiosity, and Violent Temper).
BREAKING FACTOR (BF): Arkanian weapons are not made to last forever. Their
deterioration is measured by means of the breaking factor. The higher the BF, the more
brittle (and thus the more likely to break) the weapon.
CHARACTER: An inhabitant of the fantasy world of Arkania. Player characters, also
known as heroes, are part of the adventuring team and controlled by the player.
CHECK (ATTRIBUTE CHECK, SKILL CHECK, SPELL CHECK): Whenever a
character attempts an action with no predetermined result, there is the possibility of a
check against the appropriate attribute, skill or spell value(s). These checks simulate
rolling a varying number of twenty-sided dice. The attributes listed with each skill or
spell are important to the success of a check, giving a character with high values in the
listed attributes a better chance to succeed at that particular skill or spell check.
EXPERIENCE POINTS: (EP) Experience points (also known as adventure points) are
awarded for good role-playing, solving difficult tasks and overcoming tough opponents.
Once a character reaches a certain threshold of experience points, he or she has reached a
new level and can increase various game values.
HIT POINTS/DAMAGE POINTS (HP/DP): Whenever an attack is successful and the
blow is not parried, it hits the target for damage. The amount of damage depends on the
weapon used and is measured in hit points. Any protection, like armor, is subtracted
from the hit points, leaving only the actual damage penetrating the armor. These points
are ultimately subtracted from the wounded's life points.
LEVEL: The experience a character gathers is expressed in levels.
LIFE POINTS (LP): The sum of life points determines vitality. The average character
starts the game with 30 life points. Magicians/Magiciennes possess 25 LP and dwarves
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40 LP. Whenever a character is wounded, he or she loses life points. Should the life points
be lowered to 5, the character loses consciousness. He or she dies if the LP reach 0. Life
points are increased on reaching a new level. LP can be regained through sleep or healing.
MAGIC RESISTANCE (MR): Every living being has a certain chance to resist a spell
directed against it. With intelligent beings, this magic resistance is influenced by courage,
wisdom, superstition and experience level.
NON-PLAYER CHARACTER (NPC): Inhabitants of the fantasy world of Arkania
who are controlled by the game master (or the computer). They are used as chance
encounters, opponents, or acquaintances who can be a valuable addition to the team, for
varying amounts of time.
PARRY (PA): A protective combat maneuver. The parry value has a range from 0 to 20
points and measures the ability to parry an attack.
SKILLS: Skills add detail to a character's personality profile. In contrast to his or her
attributes, skills can be learned and improved. They give a precise indication of a character's
abilities. All skills are grouped into combat, nature, body, social, lore, craftsmanship and
intuition skills. For more information see Appendix B: Skills.
SPELLS: Magic comes in handy to cure your characters, aid them in their adventure and
to vanquish creatures bent on your destruction. Magicians/Magiciennes, Elves, Druids/
Druidesses, and Warlocks/ Witches can use up to 84 different spells in Realms. These are
grouped into various arcane lores. How well a character knows a certain spell is expressed
by a spell value ranging from a -20 to a +18. (For more information, see the Arcane Lore
section of this manual.)
AL'ANFA: A city state at the shores of the southern ocean, surviving mainly from the
slave trade. The traditional enemy of Thorwalians.
ARKANIA: One of the continents on Dere, the world of Realms of Arkania. Arkania is
a bit smaller than Europe, measuring about 3000 miles from the most northern to the most
southern coastline, and about 1900 miles across at its widest point.
CALENDAR: The Arkanian year has 365 days of 24 hours each. There are twelve
months, each with 30 days, bearing the names of the Twelve Gods. There are also five
days, the dark days, that bear no name as the Nameless God bears none. The first month
of the year is Praios. It is roughly equivalent to July. During the winter months of Boron,
Hesinde, Firun, and Tsa, much of Arkania is covered in snow, making travel difficult. The
five days between the 30th of Rahja and the 1st of Praios are called “the days without a
name,” and are considered cursed. Years are generally counted by the reign of the emperor
governing the Central Empire. Another common counting method comes from the fall of
Bosparan. At the start of the game, it is the 15th year in the reign of emperor Hal and year
1009 after the Fall of Bosparan.
CENTRAL EMPIRE: An empire in the middle of Arkania, covering about one third of
the continent. At the moment, the capital of Gareth is the seat of His Divine Magnificence,
Emperor Hal I of Gareth.
CURRENCY: The various Arkanian nations mint their own coins, of course, but most
currencies confirm to the standard of the Central Empire. The largest coin is the gold
ducat (D), worth 10 silver crowns (C). Each crown is worth 10 copper bits (B).
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GARETH: With more than 100,000 inhabitants, this is the largest city in Arkania. It is also
the capital of the Central Empire, the largest Arkanian nation. Thorwalians consider all
inhabitants of Gareth snobbish courtiers and arrogant fops.
GULF OF PREM: A gulf between Thorwal and Prem. The center of the Thorwal region,
as far as settlement and ship traffic are concerned. There are five islands situated within
the gulf, the two biggest being Hjalland and Runin.
HJALDING GULF: A gulf to the north of the Hjaldor range, protected from the open sea
in the west by the Overthorn headland and the island of Manrek. The coast of the
Hjalding Gulf is one of the most important areas of Thorwalian settlement, second only
to the Gulf the Prem.
HJALDOR RANGE: The Hjaldor range forms the back of the peninsula between the
Hjalding Gulf and the Gulf of Prem.
HJALLAND: An island in the Gulf of Prem. The only settlement on the island is the
village of Ljasdahl.
MANREK: An island approximately 40 miles long and 15 miles across, to the west of the
Hjalding Gulf. Settlements are the villages of Manrin and Brendhil.
NOSTRIA: A small, impoverished kingdom to the south of Thorwal, constantly at war
with the neighboring state of Andergast.
ORCISH LANDS/ORC SKULL STEPPES: A high plateau covered with plains to the
east of the Thorwal region. It is the home of the orcs. The countryside is dominated by
low, bleak hills and a cover of light green grasses, with small copses of birch trees here and
there. Along the Bodir River Valley ruins bear witness to failed human attempts at
settlement. Rumor has it that a number of orcish tribes are assembling on the Orc Skull
Steppes to march on Thorwal.
PHEXCAER: A town of 1100 at the banks of the Bodir River, situated smack in the
middle of the Orcish Lands. Phexcaer is dedicated to the God of Thieves and probably
harbors more of them than any other town in Arkania.
PREM: Situated in a coastal valley and almost unconquerable by land, Prem is the
guardian of the gulf named for the town. The 2350 inhabitants are quite as mixed as the
architecture present - here you can find any kind of building, from a long house raised on
stilts to a round tower built from rocks. Prem is famous for the large hall above the town,
the Free Combat School, and its Premian Brandy, a very high proof concoction also
known as “fire,” possibly because it burns with a red flame if set alight.
RUNIN: An island 20 miles long and a good 10 miles across in the Gulf of Prem with no
large settlements.
SEA OF SEVEN WINDS: The vast western ocean parting Arkania and the legendary
Golden Coast beyond. Only the most adventurous of sailors have dared try to cross the
Sea of Seven Winds, and very few of them have ever returned.
STONY OAK FOREST: The Stony Oak Forest marks the southern boundary of the
Orcish Lands. The giant, gnarly trees growing there give the place a dark and eerie
atmosphere. Nevertheless, woodcutters enter the area time and again, as the tough wood
of these stony oaks is excellent house- and ship-building material.
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THORWAL: A region and town on the northwestern coast of Arkania, between the Ingval
and Gjalska rivers, bordered in the east by the mountains of the Orcish Lands. The “Home
of Dragonships” is considered a rough area, and its inhabitants are the stuff of legends. The
towering Thorwalians are famous for their skill as sailors, but at the same time feared for
their combat skills and love of fighting. The Free City of Thorwal (6750 inhabitants) is the
largest settlement of the region and the pride of Thorwalians. This is a place where men and
women drink ale from barrels and chug brandy from tankards.
TWELVE GODS: Most inhabitants of Arkania worship a pantheon of twelve deities in
constant conflict with their opponent, the God Without A Name. For more information
see Appendix C.
WEIGHTS AND MEASURES: Distances are measured in spans, paces and miles. These
are Arkanian measurements not consistent with imperial measurements of the same name.
1 span equals 20 cm, 1 pace equals 1 m, 1 mile equals 1 km. Weights are given in oz. (25
g) or stones (1 kg).
Appendix G: Hints & Tips
1).
Read Gerbod’s Diary - there’s a host of info about life in Arkania there and some
useful tourist tips about places to visit in Thorwal.
2).
When creating your party, as in most fantasy role-playing games, strive for balance
and diversity.
You will want at least a couple of characters with good fighting skills, and a couple different
types of magic users to cover a broader range of spells. Magicians and Magiciennes offer
a couple unique abilities making them very desirable (don’t forget about their wands). Another
really useful character is one that can use missile weapons; Hunters are the most obvious
choice, but don’t ignore the Elves. Dwarves provide good fighting talent (and also tend to
bring funds with them when they join your party).
Plan ahead so that you have characters proficient in the key skill categories; survival in
wilderness; perception in dungeons, herb lore and alchemy; haggling in shops; travel through
towns and on ships, just to name a few. And, make sure the leader of your party possesses
the appropriate skills for the area you're traveling in.
3).
The first thing on your agenda should be to gain some experience to build your
characters. Master Dramosch can really use your help . . .
4).
Outfit your characters to the best of your ability. Don’t hold back when buying
armor and weapons, but do try to outfit as many characters as possible. Try to cover as
many “body parts” as possible. (A bullet-proof vest is great, but your bare feet may give the
opponent the opening he needs.)
5).
It’s also a really good idea to focus some attention on potions and herbs. Read
carefully what some of the herbs can do, and whether they can be eaten raw. Healing
potions are a virtual requirement for any well supplied adventurer. If you have them ready
in your characters left hand, they can be used in an instant, even in the thick of battle.
6).
Poison and a magician’s wand is a marriage made in heaven.
7).
When traveling, be brave and try everything. Take options to try things when given
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the chance to do so. It may not always work to your favor, but you never know what you
may find (you are adventurers after all). If you save your game as often as possible, this
curiosity may not kill the cat.
8).
Explore the towns, even the “residences” where possible. If you get caught breaking
into people’s houses though, you’re going to jail (do not pass Go, do not collect $200).
9).
Talk to people, get on their good side, and get the inside scoop on Arkania.
10).
Plan out your combat approach. Where you position your characters can mean life
or death. A useful tactic can be to tie up an opponent in hand-to-hand combat with a strong
fighting character (Thorwalian, Warrior, Dwarf) while you pelt him from afar with a character
using missiles. Try to take the opponent out of the action with a Lightning or Somnigravis
spell which eliminates their ability to attack.
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Copyright Notice
Realms of Arkania is a trademark of Sir-tech Software, Inc. Blade of Destiny application
software © 1993 Attic Entertainment Software GmbH and Fantasy Production GmbH.
The Das Schwarze Auge game universe © 1984-93 Schmidt Spiel+Freizeit GmbH. All
rights reserved. SoftKey is a registered trademark of SoftKey Multimedia Inc., a subsidiary
of SoftKey International Inc. All other trademarks are the property of their respective
holders
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